protected override IEnumerator OnLoadGame(Amplitude.Unity.Game.Game game) { yield return(base.OnLoadGame(game)); this.RefreshApprovalStatus(); yield break; }
protected override IEnumerator OnLoadGame(Amplitude.Unity.Game.Game game) { yield return(base.OnLoadGame(game)); for (int i = 0; i < this.villages.Count; i++) { Village village = this.villages[i]; this.GameEntityRepositoryService.Register(village); foreach (Unit instance in village.Units) { this.GameEntityRepositoryService.Register(instance); } if (village.HasBeenConvertedByIndex >= 0 && village.HasBeenConvertedBy == null) { global::Game game2 = game as global::Game; Diagnostics.Assert(game2 != null); Diagnostics.Assert(game2.Empires != null); Diagnostics.Assert(village.HasBeenConvertedByIndex < game2.Empires.Length); village.HasBeenConvertedBy = (game2.Empires[village.HasBeenConvertedByIndex] as MajorEmpire); Diagnostics.Assert(village.Converter != null); Diagnostics.Assert(village.Converter.Index == village.HasBeenConvertedByIndex); } } yield break; }
public IEnumerator OnLoadGame(Amplitude.Unity.Game.Game game) { IGameEntityRepositoryService service = game.Services.GetService <IGameEntityRepositoryService>(); if (this.kaijuArmyGUID != GameEntityGUID.Zero) { Army army = this.Empire.GetAgency <DepartmentOfDefense>().GetArmy(this.kaijuArmyGUID); if (army != null && army is KaijuArmy) { KaijuArmy kaijuArmy = army as KaijuArmy; if (kaijuArmy != null) { this.SetArmy(kaijuArmy); } } } if (this.KaijuGarrison != null) { if (this.OnGarrisonMode()) { Region region = game.Services.GetService <IWorldPositionningService>().GetRegion(this.KaijuGarrison.WorldPosition); this.Region = region; this.Region.KaijuGarrisonGUID = this.KaijuGarrison.GUID; this.Region.KaijuEmpire = this.KaijuGarrison.KaijuEmpire; } } else { Diagnostics.LogError("KaijuGarrison was not loaded properly."); } if (this.OnGarrisonMode()) { service.Register(this.KaijuGarrison); service.Unregister(this.KaijuArmy); this.HideKaijuArmyFromMap(); this.Empire.RemoveChild(this.KaijuArmy); } else if (this.OnArmyMode()) { service.Register(this.KaijuArmy); service.Unregister(this.KaijuGarrison); this.ShowKaijuArmyInMap(); } this.RegisterTroops(); this.ComputeNextTurnToRecoverFromStun(); this.ComputeNextTurnToSpawnUnits(false); this.KaijuArmy.ForceWorldOrientation(this.WorldOrientation); this.KaijuGarrison.ForceWorldOrientation(this.WorldOrientation); yield break; }
protected override IEnumerator OnLoadGame(Amplitude.Unity.Game.Game game) { yield return(base.OnLoadGame(game)); KaijuCouncil.StaticInitialize(); KaijuCouncil.PreComputeAttractiveness(); if (this.Kaiju != null) { yield return(this.Kaiju.OnLoadGame(game)); this.gameEntityRepositoryService.Register(this.Kaiju); base.Empire.AddChild(this.Kaiju); base.Empire.Refresh(false); } this.ComputeTameCosts(game as global::Game); KaijuCouncil.UpdateTameCosts(); this.ELCPTameCostCooldown = this.ELCPCalculateTameCostCooldown(); yield break; }
protected override IEnumerator OnLoadGame(Amplitude.Unity.Game.Game game) { IGameEntityRepositoryService gameEntityRepositoryService = game.Services.GetService<IGameEntityRepositoryService>(); Diagnostics.Assert(gameEntityRepositoryService != null); Diagnostics.Assert(game.Services.GetService<IWorldPositionningService>() != null); if (this.TamedKaijus != null) { int num; for (int index = 0; index < this.TamedKaijus.Count; index = num + 1) { Kaiju kaiju = this.TamedKaijus[index]; if (kaiju != null) { KaijuEmpire kaijuEmpire = (game as global::Game).Empires[kaiju.KaijuEmpireIndex] as KaijuEmpire; kaiju.KaijuEmpire = kaijuEmpire; yield return kaiju.OnLoadGame(game); kaiju.MajorEmpire = this; base.AddChild(kaiju); gameEntityRepositoryService.Register(kaiju); DepartmentOfTheInterior.GenerateResourcesLeechingForTamedKaijus(kaiju); } kaiju = null; num = index; kaiju = null; kaiju = null; kaiju = null; kaiju = null; } this.Refresh(false); } this.IsSpectator = (base.Faction.Name == "FactionELCPSpectator"); this.ELCPIsEliminated = this.IsEliminated; if (this.ELCPIsEliminated) { ELCPUtilities.EliminatedEmpireIndices.Add(base.Index); } yield return base.OnLoadGame(game); yield break; }