//private void SnapTilesSelectedToGrid() { // foreach (RoomTile tile in tilesSelected) { // Vector2 pos = tile.MyRoomData.PosGlobal; // pos = SnapToGrid(pos); // tile.MyRoomData.SetPosGlobal(pos); // } //} private void ToggleTilesSelectedIsSecret() { // Toggle and save 'em all. foreach (RoomTile tile in tilesSelected) { RoomData rd = tile.MyRoomData; rd.SetIsSecret(!rd.IsSecret); RoomSaverLoader.UpdateRoomPropertiesInRoomFile(rd); tile.RefreshAllVisuals(); } }
private void ToggleTilesSelectedIsClustStart() { // Toggle and save 'em all. foreach (RoomTile tile in tilesSelected) { RoomData rd = tile.MyRoomData; rd.isClustStart = !rd.isClustStart; RoomSaverLoader.UpdateRoomPropertiesInRoomFile(rd); } // Reload the world, as our Clusters may have changed from this. ReloadAllTiles(); }
private void OnMouseDown() { RoomData rd = roomTileRef.MyRoomData; // Determine the new value of our flag! int newDesignerFlagValue = rd.DesignerFlag + 1; if (newDesignerFlagValue >= NUM_FLAG_TYPES) { newDesignerFlagValue = 0; } // Loop back to 0. // Set and save! rd.SetDesignerFlag(newDesignerFlagValue); RoomSaverLoader.UpdateRoomPropertiesInRoomFile(rd); // Update the designerFlag button UpdateDesignerFlagButtonVisuals(); }
private void DuplicateCurrRoom() { // Add a new room file, yo! RoomData currRD = CurrRoom.MyRoomData; string newRoomKey = currRD.MyWorldData.GetUnusedRoomKey(currRD.RoomKey); RoomSaverLoader.SaveRoomFileAs(currRD, currRD.WorldIndex, newRoomKey); dm.ReloadWorldDatas(); RoomData newRD = dm.GetRoomData(currRD.WorldIndex, newRoomKey, false); newRD.isClustStart = false; // say new room's NOT a clustStart. newRD.SetPosGlobal(newRD.PosGlobal + new Vector2(15, -15) * GameProperties.UnitSize); // offset its position a bit. newRD.SetDesignerFlag(0); // Reset its designerFlag RoomSaverLoader.UpdateRoomPropertiesInRoomFile(newRD); // update file! dm.currRoomData = newRD; SceneHelper.ReloadScene(); }
private void OnMouseUp() { int mouseButton = InputController.GetMouseButtonUp(); // Dragging a TILE(S), released the LEFT mouse button, AND not holding down the multi-selection key?? if (tilesSelected.Count > 0 && mouseButton == 0 && !isKeyMultiSelection) { // Save all dragging tiles' roomData to file (and clear out any snapshot datas)! foreach (RoomTile tile in tilesSelected) { RoomSaverLoader.UpdateRoomPropertiesInRoomFile(tile.MyRoomData); } // Update the world-bounds, room neighbors, etc.! CurrWorldData.SetAllRoomDatasFundamentalProperties(); // Update ALL Tiles' visuals. foreach (RoomTile tile in CurrWorldRoomTiles) { tile.RefreshColors(); } // // Mouse up = release all roomTilesSelected! // DeselectTilesSelected(); } }