public Level(LevelPipeline.LevelContent content) { levelName = content.levelName; formations = content.formations; formationPositions = content.formationPositions; formationTimes = content.formationTimes; formationSides = content.formationSides; formationActions = new List<List<PatternAction>>(); //List<PatternAction> list; //PatternAction patternAction; foreach (List<LevelPipeline.PatternActionContent> pac in content.formationActions) { List<PatternAction> list = new List<PatternAction>(); foreach (LevelPipeline.PatternActionContent pa in pac) { PatternAction patternAction = new PatternAction(pa.actions, pa.duration); list.Add(patternAction); } formationActions.Add(list); } formationNames = content.formationNames; formationActionNames = content.formationActionNames; terrains = content.terrains; terrainPositions = content.terrainPositions; terrainTimes = content.terrainTimes; }
private void addPatternButton_Click(object sender, EventArgs e) { _levels[currLevel].formationActionNames[currFormation].Add(_levels[currLevel].formationActionNames[currFormation][currPatternAction]); PatternAction action = new PatternAction(new List<int>(4), _levels[currLevel].formationActions[currFormation][currPatternAction].duration); foreach (int i in _levels[currLevel].formationActions[currFormation][currPatternAction].actions) action.addAction(i); _levels[currLevel].formationActions[currFormation].Add(action); refreshPatternListBox(); }
private void addFormationButton_Click(object sender, EventArgs e) { _levels[currLevel].formationNames.Add(_levels[currLevel].formationNames[currFormation]); _levels[currLevel].formationPositions.Add(_levels[currLevel].formationPositions[currFormation]); _levels[currLevel].formationTimes.Add(_levels[currLevel].formationTimes[currFormation]); List<int> formation = new List<int>(10); foreach(int i in _levels[currLevel].formations[currFormation]) formation.Add(i); _levels[currLevel].formations.Add(formation); List<string>formationActionNames = new List<string>(32); foreach (string s in _levels[currLevel].formationActionNames[currFormation]) formationActionNames.Add(s); _levels[currLevel].formationActionNames.Add(formationActionNames); List<PatternAction> patternActions = new List<PatternAction>(32); List<int> actions; foreach (PatternAction pa in _levels[currLevel].formationActions[currFormation]) { actions = new List<int>(32); foreach(int action in pa.actions) actions.Add(action); PatternAction newPa = new PatternAction(actions, pa.duration); patternActions.Add(newPa); } _levels[currLevel].formationActions.Add(patternActions); _levels[currLevel].formationSides.Add(_levels[currLevel].formationSides[currFormation]); refreshFormationListBox(); sendUpdate(); }
void LevelEditorScreenListner.copyFormations(ArrayList formations, ArrayList terrains) { foreach (int formation in formations) { _levels[currLevel].formationNames.Add(_levels[currLevel].formationNames[formation]); _levels[currLevel].formationPositions.Add(_levels[currLevel].formationPositions[formation]); _levels[currLevel].formationTimes.Add(_levels[currLevel].formationTimes[formation]); _levels[currLevel].formationSides.Add(_levels[currLevel].formationSides[formation]); List<int> newFormation = new List<int>(10); foreach (int i in _levels[currLevel].formations[formation]) newFormation.Add(i); _levels[currLevel].formations.Add(newFormation); List<string> formationActionNames = new List<string>(32); foreach (string s in _levels[currLevel].formationActionNames[formation]) formationActionNames.Add(s); _levels[currLevel].formationActionNames.Add(formationActionNames); List<PatternAction> patternActions = new List<PatternAction>(32); List<int> actions; foreach (PatternAction pa in _levels[currLevel].formationActions[formation]) { actions = new List<int>(32); foreach (int action in pa.actions) actions.Add(action); PatternAction newPa = new PatternAction(actions, pa.duration); patternActions.Add(newPa); } _levels[currLevel].formationActions.Add(patternActions); } refreshFormationListBox(); foreach (int ter in terrains) { _levels[currLevel].terrains.Add(_levels[currLevel].terrains[ter]); _levels[currLevel].terrainPositions.Add(_levels[currLevel].terrainPositions[ter]); _levels[currLevel].terrainTimes.Add(_levels[currLevel].terrainTimes[ter]); } refreshTerrainListBox(); sendUpdate(); }
public PatternAction copy() { PatternAction copy = new PatternAction(); copy.duration = duration; foreach (int action in actions) copy.addAction(action); return copy; }