public virtual VMArchitectureMarshal Save() { var marshal = new VMArchitectureMarshal { Width = Width, Height = Height, Stories = Stories, Terrain = Terrain, Walls = Walls, Floors = Floors, FineBuildableArea = FineBuildableArea, WallsDirty = WallsDirty, FloorsDirty = FloorsDirty, RoofPitch = RoofPitch, RoofStyle = RoofStyle, IDMap = Context.VM.TS1 ? new VMResourceIDMarshal(Context.VM) : null, BuildBuyEnabled = BuildBuyEnabled }; marshal.Preserialize(); //this must be done to keep async serialization thread safe. //in other places we just clone mutable state, but here there are so many deep //structures that it would cause a notable performance impact. return(marshal); }
public virtual void Load(VMArchitectureMarshal input) { Width = input.Width; Height = input.Height; Stories = input.Stories; Walls = input.Walls; Floors = input.Floors; RegenWallsAt(); }
public virtual void Load(VMArchitectureMarshal input) { Width = input.Width; Height = input.Height; Stories = input.Stories; Terrain = input.Terrain; Walls = input.Walls; Floors = input.Floors; RoofPitch = input.RoofPitch; RoofStyle = input.RoofStyle; RegenWallsAt(); SignalTerrainRedraw(); }
public virtual void Load(VMArchitectureMarshal input) { Width = input.Width; Height = input.Height; Stories = input.Stories; Terrain = input.Terrain; Walls = input.Walls; Floors = input.Floors; FineBuildableArea = input.FineBuildableArea; if (VM.UseWorld) { WorldUI.FineArea = FineBuildableArea; } RoofPitch = input.RoofPitch; RoofStyle = input.RoofStyle; BuildBuyEnabled = input.BuildBuyEnabled; RegenWallsAt(); SignalTerrainRedraw(); }
public VMArchitecture(VMArchitectureMarshal input, VMContext context, Blueprint blueprint) : this(input.Width, input.Height, blueprint, context) { Load(input); }
public void WallDirtyState(VMArchitectureMarshal input) { WallsDirty = input.WallsDirty; FloorsDirty = input.FloorsDirty; Redraw = true; }
//variables for rotation transform public VMLotRotate(VMMarshal marshal) { Arch = marshal.Context.Architecture; Ents = marshal.Entities; }