public DeathmatchMap(DeathmatchContext GlobalBattleContext) : base() { this.GlobalBattleContext = GlobalDeathmatchContext = GlobalBattleContext; GlobalDeathmatchContext.Map = this; GameRule = new SinglePlayerGameRule(this); ListActionMenuChoice = new ActionPanelHolderDeathmatch(this); ActiveParser = new DeathmatchFormulaParser(this); ActivePlayerIndex = 0; ListPlayer = new List <Player>(); ListLocalPlayerInfo = new List <Player>(); RequireFocus = false; RequireDrawFocus = true; Pathfinder = new MovementAlgorithmDeathmatch(this); ListDelayedAttack = new List <DelayedAttack>(); ListPERAttack = new List <PERAttack>(); ListTerrainType = new List <string>(); ListTerrainType.Add(UnitStats.TerrainAir); ListTerrainType.Add(UnitStats.TerrainLand); ListTerrainType.Add(UnitStats.TerrainSea); ListTerrainType.Add(UnitStats.TerrainSpace); ListTerrainType.Add(UnitStats.TerrainWall); ListTerrainType.Add(UnitStats.TerrainVoid); }
public DeathmatchMap(DeathmatchContext GlobalBattleContext) : base() { this.GlobalBattleContext = GlobalDeathmatchContext = GlobalBattleContext; GlobalDeathmatchContext.Map = this; FormulaParser.ActiveParser = new DeathmatchFormulaParser(this); ActivePlayerIndex = 0; ListPlayer = new List <Player>(); RequireDrawFocus = true; Pathfinder = new MovementAlgorithmDeathmatch(this); ListDelayedAttack = new List <DelayedAttack>(); ListLayer = new List <MapLayer>(); ListTerrainType = new List <string>(); ListTerrainType.Add("Air"); ListTerrainType.Add("Land"); ListTerrainType.Add("Sea"); ListTerrainType.Add("Space"); }
public SorcererStreetMap() { RequireDrawFocus = false; Pathfinder = new MovementAlgorithmSorcererStreet(this); ListPlayer = new List <Player>(); GlobalSorcererStreetBattleContext = new SorcererStreetBattleContext(); ListLayer = new List <MapLayer>(); ListSingleplayerSpawns = new List <EventPoint>(); ListMultiplayerSpawns = new List <EventPoint>(); ListMapSwitchPoint = new List <MapSwitchPoint>(); ListTilesetPreset = new List <Terrain.TilesetPreset>(); CursorPosition = new Vector3(0, 0, 0); CursorPositionVisible = CursorPosition; ListTerrainType = new List <string>(); ListTerrainType.Add("Not Assigned"); ListTerrainType.Add("Morph"); ListTerrainType.Add("Multi-Element"); ListTerrainType.Add(TerrainSorcererStreet.FireElement); ListTerrainType.Add(TerrainSorcererStreet.WaterElement); ListTerrainType.Add(TerrainSorcererStreet.EarthElement); ListTerrainType.Add(TerrainSorcererStreet.AirElement); ListTerrainType.Add(TerrainSorcererStreet.EastGate); ListTerrainType.Add(TerrainSorcererStreet.WestGate); ListTerrainType.Add(TerrainSorcererStreet.SouthGate); ListTerrainType.Add(TerrainSorcererStreet.NorthGate); ListTerrainType.Add("Warp"); ListTerrainType.Add("Bridge"); ListTerrainType.Add("Fortune Teller"); ListTerrainType.Add("Spell Circle"); ListTerrainType.Add("Path Switch"); ListTerrainType.Add("Card Shop"); ListTerrainType.Add("Magic Trap"); ListTerrainType.Add("Siege Tower"); ListTerrainType.Add("Gem Store"); ListTileSet = new List <Texture2D>(); this.CameraPosition = Vector3.Zero; this.ListPlayer = new List <Player>(); }