/// <summary> /// Loads Person controller /// </summary> /// <param name="pData"></param> void LoadFromFile(PersonData pData) { //person controller vars Difficulty = pData.PersonControllerSaveLoad.Difficulty; UnivCounter = pData.PersonControllerSaveLoad.UnivCounter; Queues = pData.PersonControllerSaveLoad.Queues; GenderLast = pData.PersonControllerSaveLoad.GenderLast; Locked = pData.PersonControllerSaveLoad.Locked; BuildersManager1 = pData.PersonControllerSaveLoad.BuildersManager; RoutesCache1 = pData.PersonControllerSaveLoad.RoutesCache; RoutesCache1.LoadTheSave(); //OnSystemNow1 = pData.PersonControllerSaveLoad.OnSystemNow1; EmigrateController1 = pData.PersonControllerSaveLoad.EmigrateController1; EmigrateController1.RecreateEmigratesGC(); IsAPersonHomeLessNow = pData.PersonControllerSaveLoad.IsAPersonHomeLessNow; Program.MyScreen1.TownName = pData.PersonControllerSaveLoad.TownName; //BulletinWindow.SubBulletinProduction1 = pData.PersonControllerSaveLoad.SubBulletinProduction; //BulletinWindow.SubBulletinFinance1 = pData.PersonControllerSaveLoad.SubBulletinFinance; Program.gameScene.QuestManager = pData.PersonControllerSaveLoad.QuestManager; Program.gameScene.QuestManager.JustLoadedShowCurrent(); //persons for (int i = 0; i < pData.All.Count; i++) { Person t = Person.CreatePersonFromFile(pData.All[i]); MouseClick += t.MouseClickHandler; BuildingPot.InputU.BuildPlaced += t.BuildPlacedHandler; Program.MouseListener.Demolished += t.BuildWasDemolished; All.Add(t); _allGC.Add(t.MyId, t); } //Program.MyScreen1.LoadData(pData); }
// Update is called once per frame private void Update() { DebugHere(); Count(); //needs to be here for efficiency as people wont add routes to it if is bein checkked //agaisnt new queues (new buildings added) here will get checked really fast. //So people will use Cache routes more and buidings will get Greenlit faster too. RoutesCache1.Update(); if (init) { Initialize(); } if (Input.GetMouseButtonUp(0)) { OnMouseClick(EventArgs.Empty); } }