public LayerEd NewLayer( ) { string name = ""; int i = 1; bool valid = false; do { name = "Layer" + i; i++; valid = true; foreach( LayerEd layer in _layers ) { if( layer.Name == name ) { valid = false; break; } } } while( !valid ); LayerEd layer2 = new LayerEd( name ); NewLayer( layer2 ); return layer2; }
public void DeleteLayer( LayerEd layer ) { _layers.Remove( layer ); }
public void NewLayer( LayerEd layer ) { layer.Container = this; _layers.Add( layer ); layer.AddedToLevel = true; }
public LayerItem( LayerEd layer ) { this.Layer = layer; }
private static void LevelActorReadData( LayerEd layer, BinaryReader file, int version ) { ActorEd actor; int id = file.ReadInt32( ); string actorTypeName = file.ReadString( ); if( Global.AssetsBrowser.ActorItems.ContainsKey( actorTypeName ) ) { actor = Global.AssetsBrowser.ActorItems[actorTypeName].Actor.CreateActor( id ); actor.Name = file.ReadString( ); actor.Position = new Vector2( file.ReadSingle( ), file.ReadSingle( ) ); actor.Origin = new Vector2( file.ReadSingle( ), file.ReadSingle( ) ); actor.Scale = file.ReadSingle( ); actor.Rotation = file.ReadSingle( ); actor.Visible = file.ReadBoolean( ); layer.AddActor( actor ); if( version >= 2 ) { int tagCount = file.ReadInt32( ); actor.Tags = new string[tagCount]; for( int i = 0; i < tagCount; i++ ) { actor.Tags[i] = file.ReadString( ); } //Checks if the actor is a TextActor if( file.ReadBoolean( ) ) { actor.Text = file.ReadString( ); actor.TextColor = new Color( file.ReadByte( ), file.ReadByte( ), file.ReadByte( ), file.ReadByte( ) ); } } actor.AddedToLevel = true; } else { file.ReadString( ); //Name file.ReadSingle( ); //Pos X file.ReadSingle( ); //Pos Y file.ReadSingle( ); //Origin X file.ReadSingle( ); //Origin Y file.ReadSingle( ); //Scale file.ReadSingle( ); //Rotation file.ReadBoolean( );//Visible if( version >= 2 && file.ReadBoolean( ) ) //IsTextActor { file.ReadString( ); //Text file.ReadBytes( 4 ); //TextColor } MessageBox.Show( Global.EditorTxt.ActortypeNotFoundError, "", MessageBoxButtons.OK, MessageBoxIcon.Warning ); } }
private static void GameLevelLayerWriteData( LayerEd layer, BinaryWriter file ) { file.Write( layer.Name ); file.Write( layer.Visible ); file.Write( layer.Scale ); file.Write( layer.Actors.Count ); //Number of actors foreach( ActorEd actor in layer.Actors ) { GameLevelActorWriteData( actor, file ); } }
private static void LevelLayerWriteData( LayerEd layer, BinaryWriter writer ) { // ---- Writes the layer data writer.Write( layer.Name ); writer.Write( layer.Visible ); writer.Write( layer.Locked ); writer.Write( layer.Scale ); //Writes the number of actors writer.Write( layer.Actors.Count ); //Iterates through each actor and saves its data foreach( ActorEd actor in layer.Actors ) { LevelActorWriteData( actor, writer ); } }
private static void LevelLayerReadData( LevelEd level, BinaryReader file, int version ) { LayerEd layer = new LayerEd( file.ReadString( ) ); layer.Visible = file.ReadBoolean( ); layer.Locked = file.ReadBoolean( ); layer.Scale = file.ReadSingle( ); //Gets the number of actors int actorsCount = file.ReadInt32( ); for( int i = 0; i < actorsCount; i++ ) { LevelActorReadData( layer, file, version ); } level.NewLayer( layer ); }