Gruppe22.Client.Mainmap.resetActors C# (CSharp) Method

resetActors() public method

public resetActors ( ) : void
return void
        public void resetActors()
        {
            if (Mouse.GetState().LeftButton == ButtonState.Pressed)
            {
                _noMove = true;
            }
            if (_effects != null) _effects.Clear();

            if (_floatnumbers != null) _floatnumbers.Clear();
            if (_projectiles != null) _projectiles.Clear();
            _maxProjectile = 0;
            _walls.Load("Content\\" + _map.wallFile + ".xml");
            _floors.Load("Content\\" + _map.floorFile + ".xml");
            _actors.Clear();
            for (int count = 0; count < _map.actorPositions.Count; ++count)
            {
                switch (_map.actors[count].actorType)
                {
                    case Backend.ActorType.Player:
                        _actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 3, _map.actors[count].health > 0));
                        break;
                    case Backend.ActorType.Enemy:
                        _actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 3, _map.actors[count].health > 0));
                        break;
                    case Backend.ActorType.NPC:
                        _actors.Add(new ActorView(_camera, this, count, _content, _map2screen(_map.actorPositions[count]), _map.actors[count], _map.actors[count].animationFile, 12, _map.actors[count].health > 0));
                        break;
                }
                _map.actors[count].locked = false;
                if (_playerID == count)
                {
                    _actors[count].focussed = true;
                }
            }
            _camera.position = new Vector2(-38 - _actors[_playerID].position.x, -30 - _actors[_playerID].position.y);
            DisplaySubtitle(_map.name, "Level " + _map.level + " of " + _map.dungeonname);
        }