private void LoadTeamVisuals(GameState state, int ti)
{
RTSTeam team = state.teams[ti];
// Create Unit Graphics
var ums = ti == teamIndex ? FriendlyUnitModels : NonFriendlyUnitModels;
for (int i = 0; i < team.Race.ActiveUnits.Length; i++)
{
int ui = team.Race.ActiveUnits[i].Index;
RTSUnitData uData = team.Race.Units[ui];
RTSUnitModel uModel = RTSUnitDataParser.ParseModel(this, new FileInfo(uData.InfoFile), team.Race);
uModel.Hook(this, state, ti, team.Race.ActiveUnits[i].Index);
uModel.ColorScheme = team.ColorScheme;
ums.Add(uModel);
}
// Create Building Graphics
var bms = ti == teamIndex ? FriendlyBuildingModels : NonFriendlyBuildingModels;
for (int i = 0; i < team.Race.ActiveBuildings.Length; i++)
{
RTSBuildingModel bModel = RTSBuildingDataParser.ParseModel(this, new FileInfo(team.Race.ActiveBuildings[i].InfoFile), team.Race);
bModel.Hook(this, state, ti, teamIndex, team.Race.ActiveBuildings[i].Index);
bModel.ColorScheme = team.ColorScheme;
bms.Add(bModel);
}
}