public void InitializeFactories(string directory) { #region initialize Factories FolderLocation = directory; Factories = new List<Factory>(); try { FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); } catch (Exception) { } if (FactoryColor != null) Factories.Add(FactoryColor); try { FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); } catch (Exception) { } if (FactoryCoast != null) Factories.Add(FactoryCoast); try { FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); } catch (Exception) { } if (FactoryMountains != null) Factories.Add(FactoryMountains); try { FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); } catch (Exception) { } if (FactoryItems != null) Factories.Add(FactoryItems); try { FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); } catch (Exception) { } if (FactoryItemCoasts != null) Factories.Add(FactoryItemCoasts); try { FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); } catch (Exception) { } if (FactorySmoothItems != null) Factories.Add(FactorySmoothItems); try { FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); } catch (Exception) { } if (FactoryTextureArea != null) Factories.Add(FactoryTextureArea); try { FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); } catch (Exception) { } if (FactoryTextureSmooth != null) Factories.Add(FactoryTextureSmooth); try { FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); } catch (Exception) { } if (FactoryCliff != null) Factories.Add(FactoryCliff); #endregion }
public MapSdk(string directory) { #region initialize props CollectionColorArea = new CollectionAreaColor(); CollectionColorMountains = new CollectionAreaColorMountains(); CollectionAreaItems = new CollectionAreaItems(); CollectionAreaItemsCoasts = new CollectionAreaTransitionItemCoast(); CollectionAreaTransitionItems = new CollectionAreaTransitionItems(); CollectionAreaTexture = new CollectionAreaTexture(); CollectionAreaTransitionTexture = new CollectionAreaTransitionTexture(); CollectionAreaTransitionCliffTexture = new CollectionAreaTransitionCliffTexture(); #endregion #region initialize Factories Factories = new List<Factory>(); FactoryColor = new FactoryColorArea(Path.Combine(directory, "color_area.txt")); Factories.Add(FactoryColor); FactoryCoast = new FactoryCoast(Path.Combine(directory, "color_coast.txt")); Factories.Add(FactoryCoast); FactoryMountains = new FactoryMountains(Path.Combine(directory, "color_mntn.txt")); Factories.Add(FactoryMountains); FactoryItems = new FactoryItems(Path.Combine(directory, "items.txt")); Factories.Add(FactoryItems); FactoryItemCoasts = new FactoryItemCoasts(Path.Combine(directory, "ite_tex_coast.txt")); Factories.Add(FactoryItemCoasts); FactorySmoothItems = new FactorySmoothItems(Path.Combine(directory, "items_smooth.txt")); Factories.Add(FactorySmoothItems); FactoryTextureArea = new FactoryTextureArea(Path.Combine(directory, "texture_area.txt")); Factories.Add(FactoryTextureArea); FactoryTextureSmooth = new FactoryTextureSmooth(Path.Combine(directory, "texture_smooth.txt")); Factories.Add(FactoryTextureSmooth); FactoryCliff = new FactoryCliff(Path.Combine(directory, "texture_cliff.txt")); Factories.Add(FactoryCliff); #endregion }