internal void LoadContent(PlayableSector sectorToLoad) { int numberOfEnemies = sectorToLoad.enemyPositions.Count(); int numberOfCollectibles = sectorToLoad.collectiblePositions.Count(); int numberOfCollisionBoxes = sectorToLoad.collisionBoxes.Count(); collisionBoxes = sectorToLoad.collisionBoxes; enemyPositions = new List <EnemyData>(); collectiblePositions = new List <Vector2>(); artPieces = sectorToLoad.artPieces; for (int i = 0; i < numberOfEnemies; i++) { EnemyData tempEnemy = new EnemyData(); tempEnemy.position = new Vector2(sectorToLoad.enemyPositions[i].position.X, sectorToLoad.enemyPositions[i].position.Y); tempEnemy.enemyTexture = sectorToLoad.enemyPositions[i].enemyTexture; tempEnemy.enemyType = sectorToLoad.enemyPositions[i].enemyType; enemyPositions.Add(tempEnemy); } for (int i = 0; i < numberOfCollectibles; i++) { Vector2 tempCollectible = new Vector2(sectorToLoad.collectiblePositions[i].X, sectorToLoad.collectiblePositions[i].Y); collectiblePositions.Add(tempCollectible); } SectorRec = new Rectangle(sectorToLoad.SectorRec.X, sectorToLoad.SectorRec.Y, sectorToLoad.SectorRec.Width, sectorToLoad.SectorRec.Height); }
public void LoadContent(PlayableSurface surfaceToLoad) { int numberOfSectors; numberOfSectors = surfaceToLoad.playableSectors.Count(); playableSectors = new PlayableSector[numberOfSectors]; artFiles = surfaceToLoad.artFiles; enemyFiles = surfaceToLoad.enemyFiles; hatPositions = surfaceToLoad.hatPositions; for (int i = 0; i < numberOfSectors; i++) { playableSectors[i] = new PlayableSector(); playableSectors[i].LoadContent(surfaceToLoad.playableSectors[i]); } }