/// <summary> /// Called by Photon if the room list is changed /// Keeps track of the room list /// </summary> /// <param name="roomList">The new room list</param> public override void OnRoomListUpdate(List <RoomInfo> roomList) { Rooms.Clear(); foreach (RoomInfo roomInfo in roomList) { if (!roomInfo.RemovedFromList) { Rooms.Add(new NetworkRoomData(roomInfo)); } } RoomListChanged?.Invoke(this, EventArgs.Empty); }
public void DeleteRoom() { if (AreaIndex == IndexNone) { return; } var a = new ActiveItems(this); if (ForceDeleteRoom()) { HandlingSelection = true; ForceSelectRoom(Math.Min(RoomIndex, Rooms [AreaIndex].Count - 1)); RoomListChanged?.Invoke(this, new ListLoadEventArgs(RoomIndex)); RaiseChangeEvents(a); HandlingSelection = false; } }
//======================================================================================== // Object management - exposed methods. public void AddRoom() { if (AreaIndex == IndexNone) { return; } var a = new ActiveItems(this); if (ForceAddRoom(1, 1, 1, 1, "(new room)")) { HandlingSelection = true; ForceSelectRoom(Rooms [AreaIndex].Count - 1); RoomListChanged?.Invoke(this, new ListLoadEventArgs(RoomIndex)); //RoomStateListChanged?.Invoke (this, new ListLoadEventArgs (RoomStateIndex)); RaiseChangeEvents(a); HandlingSelection = false; } }
// Checks which selected items have changed and raises the corresponding events. // [wip] Order the statements according to call hierarchy? private void RaiseChangeEvents(ActiveItems a) { if (a.ActiveTileSet != ActiveTileSet || a.ActiveBackground != ActiveBackground) { LoadBackground(); } if (a.ActiveTileSet != ActiveTileSet) { LoadRoomTiles(TileSetIndex); TileSetSelected?.Invoke(this, null); } if (a.ActiveScrollColor != ActiveScrollColor) { ScrollColorSelected?.Invoke(this, null); } if (a.ActiveEnemyType != ActiveEnemyType) { EnemyTypeSelected(this, null); } if (a.ActiveEnemyGfx != ActiveEnemyGfx) { EnemyGfxSelected?.Invoke(this, null); } if (a.ActiveEnemy != ActiveEnemy) { EnemySelected?.Invoke(this, null); } if (a.ActivePlmType != ActivePlmType) { PlmTypeSelected?.Invoke(this, null); } if (a.ActivePlm != ActivePlm) { PlmSelected?.Invoke(this, null); } if (a.ActiveDoor != ActiveDoor) { DoorSelected?.Invoke(this, null); } if (a.ActiveRoomState != ActiveRoomState) { RoomStateSelected?.Invoke(this, null); LevelDataSelected?.Invoke(this, null); PlmListChanged?.Invoke(this, new ListLoadEventArgs(PlmIndex)); EnemyListChanged?.Invoke(this, new ListLoadEventArgs(EnemyIndex)); EnemyGfxListChanged?.Invoke(this, new ListLoadEventArgs(EnemyGfxIndex)); ScrollDataListChanged?.Invoke(this, new ListLoadEventArgs(ScrollDataIndex)); } else if (a.ActiveLevelData != ActiveLevelData) { LevelDataSelected.Invoke(this, null); } if (a.ActiveRoom != ActiveRoom) { RoomSelected?.Invoke(this, null); RoomStateListChanged?.Invoke(this, new ListLoadEventArgs(RoomStateIndex)); DoorListChanged?.Invoke(this, new ListLoadEventArgs(DoorIndex)); } if (a.ActiveArea != AreaIndex) { AreaSelected?.Invoke(this, null); RoomListChanged?.Invoke(this, new ListLoadEventArgs(RoomIndex)); } if (a.ActiveScrollData != ActiveScrollData) { ScrollDataSelected?.Invoke(this, null); var e = new LevelDataEventArgs() { AllScreens = true }; LevelDataModified?.Invoke(this, e); } if (a.ActiveFx != ActiveFx) { FxSelected?.Invoke(this, null); FxDataListChanged?.Invoke(this, new ListLoadEventArgs(FxDataIndex)); } if (a.ActiveFxData != ActiveFxData) { FxDataSelected?.Invoke(this, null); } }