Example #1
0
        private void MissingAssetDialog_Load(object sender, EventArgs e)
        {
            string text = "";
            string str  = text;
            string str2 = text;

            switch (this.propType)
            {
            case 0:
                str  = "ambient sound";
                str2 = "An ambient sound";
                break;

            case 1:
                str  = "decal";
                str2 = "A decal";
                break;

            case 2:
                str  = "object";
                str2 = "An object";
                break;

            case 3:
                str  = "road";
                str2 = "A road texture";
                break;

            case 4:
                str  = "terrain texture";
                str2 = "A terrain texture";
                break;

            case 5:
                str  = "unit";
                str2 = "A unit";
                break;

            case 6:
                str  = "building";
                str2 = "A building";
                break;

            case 7:
                str  = "effect";
                str2 = "An effect";
                break;
            }
            this.Text                 = "Missing " + str + "!";
            this.WarningText.Text     = str2 + " is missing\n\n" + this.propAssetName;
            this.IgnoreAllBtn.Enabled = this.propAllowIgnore;
            this.IgnoreBtn.Enabled    = this.propAllowIgnore;
            this.NewDialog            = new NewAssetPicker(NewAssetPicker.ObjectType.MissingAsset, this.propType);
        }
Example #2
0
 protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposing)
 {
     if (disposing)
     {
         NewAssetPicker newDialog = this.NewDialog;
         if (newDialog != null)
         {
             newDialog.Dispose();
         }
         Container container = this.components;
         if (container != null)
         {
             container.Dispose();
         }
     }
     base.Dispose(disposing);
 }