public Shapes(Mod game, Rectangle rect) : base(rect, "Shapes") { Game = game; // Add controls to the tab page CircleSides = new XG_PlusMinus(new Rectangle(10, 25, 100, 60), "Circle Sides", null,1f, true, true, 3, 200); Children.Add(CircleSides); Rotation = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), "Rotation", null, 0.0005f, true, true, 0, 0.401f,0.01f, "F3"); Rotation._Value = 0.020f; Children.Add(Rotation); hollow = new XG_ButtonLabelBool(new Rectangle(200, 20, 100, 60), "hollow", null, true); Children.Add(hollow); Fill = new XG_ButtonLabelBool(new Rectangle(200, 60, 100, 60), "Fill", Fill_Clicked, true); Children.Add(Fill); tiles = new XG_ButtonLabelBool(new Rectangle(280, 20, 100, 60), "Tiles", null, true); Children.Add(tiles); walls = new XG_ButtonLabelBool(new Rectangle(280, 65, 100, 60), "Walls", null, true); Children.Add(walls); Children.Add(new XG_Button(new Rectangle(350, 80, 75, 20), "UndoVert", this.undoVert_Clicked)); Children.Add(new XG_Button(new Rectangle(350, 5, 60, 20), "House", this.Casa_Clicked)); Build = new XG_Button(new Rectangle(350, 35, 60, 20), "Build", this.Build_Clicked); Children.Add(Build); }
public Give(Mod game, Rectangle rect) : base(rect, "Give") { Game = game; // Add controls to the tab page onclick = new XG_ButtonLabelBool(new Rectangle(10, -10, 100, 60), "on Click", null, true); Children.Add(onclick); onPlayer = new XG_Button(new Rectangle(10, 50, 60, 20), "on Player", this.Onplayer_Clicked ); Children.Add(onPlayer); string text = "Stack"; STACK = new XG_PlusMinus(new Rectangle(10, 70, 100, 60), text, this.Cuantity_Clicked,1f,true,true,1f,250f,1f,"F1",true); Children.Add(STACK); Tree = new XGTree(new Rectangle(110, 0, 300, 115), TreeItemClicked); Children.Add(Tree); XGTreeItem Tools = new XGTreeItem(Mod.ItemD.Tools.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Tools); for (int i = 0; i < Mod.ItemD.Tools.Sections.Length; i++) // add sections { XGTreeItem Tools_Sections = new XGTreeItem(Mod.ItemD.Tools.Sections[i], Main.inventoryBackTexture); Tools.Items.Add(Tools_Sections); for (int n = 0; n < Mod.ItemD.Tools.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Tools.SectionNpcItems[i][n]); XGTreeItem Tools_Section_items = new XGTreeItem(Mod.ItemD.Tools.SectionNpcItems[i][n], Main.itemTexture[item.type]); Tools_Sections.Items.Add(Tools_Section_items); } } XGTreeItem Weapons = new XGTreeItem(Mod.ItemD.Weapons.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Weapons); for (int i = 0; i < Mod.ItemD.Weapons.Sections.Length; i++) // add sections { XGTreeItem Weapons_Sections = new XGTreeItem(Mod.ItemD.Weapons.Sections[i], Main.inventoryBackTexture); Weapons.Items.Add(Weapons_Sections); for (int n = 0; n < Mod.ItemD.Weapons.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Weapons.SectionNpcItems[i][n]); XGTreeItem Weapons_Section_items = new XGTreeItem(Mod.ItemD.Weapons.SectionNpcItems[i][n], Main.itemTexture[item.type]); Weapons_Sections.Items.Add(Weapons_Section_items); } } XGTreeItem Furniture = new XGTreeItem(Mod.ItemD.Furniture.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Furniture); for (int i = 0; i < Mod.ItemD.Furniture.Sections.Length; i++) // add sections { XGTreeItem Furniture_Sections = new XGTreeItem(Mod.ItemD.Furniture.Sections[i], Main.inventoryBackTexture); Furniture.Items.Add(Furniture_Sections); for (int n = 0; n < Mod.ItemD.Furniture.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Furniture.SectionNpcItems[i][n]); XGTreeItem Furniture_Section_items = new XGTreeItem(Mod.ItemD.Furniture.SectionNpcItems[i][n], Main.itemTexture[item.type]); Furniture_Sections.Items.Add(Furniture_Section_items); } } XGTreeItem Miscellaneous = new XGTreeItem(Mod.ItemD.Miscellaneous.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Miscellaneous); for (int i = 0; i < Mod.ItemD.Miscellaneous.Sections.Length; i++) // add sections { XGTreeItem Miscellaneous_Sections = new XGTreeItem(Mod.ItemD.Miscellaneous.Sections[i], Main.inventoryBackTexture); Miscellaneous.Items.Add(Miscellaneous_Sections); for (int n = 0; n < Mod.ItemD.Miscellaneous.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n]); XGTreeItem Miscellaneous_Section_items = new XGTreeItem(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n], Main.itemTexture[item.type]); Miscellaneous_Sections.Items.Add(Miscellaneous_Section_items); } } XGTreeItem Accessories = new XGTreeItem(Mod.ItemD.Accessories.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Accessories); for (int i = 0; i < Mod.ItemD.Accessories.Sections.Length; i++) // add sections { XGTreeItem Accessories_Sections = new XGTreeItem(Mod.ItemD.Accessories.Sections[i], Main.inventoryBackTexture); Accessories.Items.Add(Accessories_Sections); for (int n = 0; n < Mod.ItemD.Accessories.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Accessories.SectionNpcItems[i][n]); XGTreeItem Accessories_Section_items = new XGTreeItem(Mod.ItemD.Accessories.SectionNpcItems[i][n], Main.itemTexture[item.type]); Accessories_Sections.Items.Add(Accessories_Section_items); } } XGTreeItem Blocks = new XGTreeItem(Mod.ItemD.Blocks.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Blocks); for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections { XGTreeItem Blocks_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture); Blocks.Items.Add(Blocks_Sections); for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]); XGTreeItem Blocks_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]); Blocks_Sections.Items.Add(Blocks_Section_items); } } XGTreeItem Potions = new XGTreeItem(Mod.ItemD.Potions.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Potions); for (int i = 0; i < Mod.ItemD.Potions.Sections.Length; i++) // add sections { XGTreeItem Potions_Sections = new XGTreeItem(Mod.ItemD.Potions.Sections[i], Main.inventoryBackTexture); Potions.Items.Add(Potions_Sections); for (int n = 0; n < Mod.ItemD.Potions.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Potions.SectionNpcItems[i][n]); XGTreeItem Potions_Section_items = new XGTreeItem(Mod.ItemD.Potions.SectionNpcItems[i][n], Main.itemTexture[item.type]); Potions_Sections.Items.Add(Potions_Section_items); } } XGTreeItem Defenseitems = new XGTreeItem(Mod.ItemD.Defenseitems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Defenseitems); for (int i = 0; i < Mod.ItemD.Defenseitems.Sections.Length; i++) // add sections { if (Mod.ItemD.Defenseitems.Sections[i] != "Armor Sets") { XGTreeItem Defenseitems_Sections = new XGTreeItem(Mod.ItemD.Defenseitems.Sections[i], Main.inventoryBackTexture); Defenseitems.Items.Add(Defenseitems_Sections); for (int n = 0; n < Mod.ItemD.Defenseitems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Defenseitems.SectionNpcItems[i][n]); XGTreeItem Defenseitems_Section_items = new XGTreeItem(Mod.ItemD.Defenseitems.SectionNpcItems[i][n], Main.itemTexture[item.type]); Defenseitems_Sections.Items.Add(Defenseitems_Section_items); } } else { XGTreeItem ArmorSets = new XGTreeItem(Mod.ItemD.ArmorSets.Cathegory, Main.inventoryBackTexture); Defenseitems.Items.Add(ArmorSets); for (int t = 0; t < Mod.ItemD.ArmorSets.Sections.Length; t++) // add sections { XGTreeItem ArmorSets_Sections = new XGTreeItem(Mod.ItemD.ArmorSets.Sections[t], Main.inventoryBackTexture); ArmorSets.Items.Add(ArmorSets_Sections); for (int n = 0; n < Mod.ItemD.ArmorSets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.ArmorSets.SectionNpcItems[t][n]); XGTreeItem ArmorSets_Section_items = new XGTreeItem(Mod.ItemD.ArmorSets.SectionNpcItems[t][n], Main.itemTexture[item.type]); ArmorSets_Sections.Items.Add(ArmorSets_Section_items); } } } } XGTreeItem VanityItems = new XGTreeItem(Mod.ItemD.VanityItems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(VanityItems); for (int i = 0; i < Mod.ItemD.VanityItems.Sections.Length; i++) // add sections { if (Mod.ItemD.VanityItems.Sections[i] != "Vanity Sets") { XGTreeItem VanityItems_Sections = new XGTreeItem(Mod.ItemD.VanityItems.Sections[i], Main.inventoryBackTexture); VanityItems.Items.Add(VanityItems_Sections); for (int n = 0; n < Mod.ItemD.VanityItems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanityItems.SectionNpcItems[i][n]); XGTreeItem VanityItems_Section_items = new XGTreeItem(Mod.ItemD.VanityItems.SectionNpcItems[i][n], Main.itemTexture[item.type]); VanityItems_Sections.Items.Add(VanityItems_Section_items); } } else { XGTreeItem VanitySets = new XGTreeItem(Mod.ItemD.VanitySets.Cathegory, Main.inventoryBackTexture); VanityItems.Items.Add(VanitySets); for (int t = 0; t < Mod.ItemD.VanitySets.Sections.Length; t++) // add sections { XGTreeItem VanitySets_Sections = new XGTreeItem(Mod.ItemD.VanitySets.Sections[t], Main.inventoryBackTexture); VanitySets.Items.Add(VanitySets_Sections); for (int n = 0; n < Mod.ItemD.VanitySets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanitySets.SectionNpcItems[t][n]); XGTreeItem VanitySets_Section_items = new XGTreeItem(Mod.ItemD.VanitySets.SectionNpcItems[t][n], Main.itemTexture[item.type]); VanitySets_Sections.Items.Add(VanitySets_Section_items); } } } } XGTreeItem All = new XGTreeItem("All", Main.inventoryBackTexture); Tree.Items.Add(All); for (int i = 0; i < Main.itemName.Length; i++) // add sections { Item item = new Item(); item.SetDefaults(Main.itemName[i]); XGTreeItem All_items = new XGTreeItem(item.name, Main.itemTexture[item.type]); All.Items.Add(All_items); } //Tree.ExpandAll(); }
public Npcspawn(Mod game, Rectangle rect) : base(rect, "spawn") { Game = game; // Add controls to the tab page Count = new XG_PlusMinus(new Rectangle(10, -10, 100, 60), "Count", this.Size_Clicked, 1f,true, true,0,200); Children.Add(Count); SetSpawn = new XG_ButtonLabelBool(new Rectangle(10, 30, 100, 60), "Add Spawn", this.SetSpawn_Clicked, true); Children.Add(SetSpawn); RemoveSpawn = new XG_ButtonLabelBool(new Rectangle(110, 30, 100, 60), "Del Spawn", this.RemoveSpawn_Clicked, true); Children.Add(RemoveSpawn); RemoveALL = new XG_Button(new Rectangle(10, 90, 65, 20), "Del All", this.RemoveAllSpawns_Clicked); Children.Add(RemoveALL); SendGroug = new XG_Button(new Rectangle(100, 90, 65, 20), "Send All", this.SendAllSpawns_Clicked); Children.Add(SendGroug); }