protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.DarkGray);
            spriteBatch.Begin();

            //Draw the level size template
            LevelTemplateSprite.Draw(spriteBatch);

            //Draw the currently available tiles (Based on the placement mode)
            CurrentTileSelection.Draw(spriteBatch);

            ModeTabs.Draw(spriteBatch);

            if (BackgroundVisible == true)
            {
                Level.DrawBackgroundTiles(spriteBatch);
            }

            if (TilesVisible == true)
            {
                Level.DrawTiles(spriteBatch);
            }

            if (ForegroundVisible == true)
            {
                Level.DrawForegroundTiles(spriteBatch);
            }



            if (CollisionMaskVisible == true)
            {
                Level.DrawCollisions(spriteBatch);
            }

            spriteBatch.Draw(TileSelect, new Rectangle((int)SelectedTilePosition.X, (int)SelectedTilePosition.Y, xSizeSelect.CurrentSize, ySizeSelect.CurrentSize), Color.Lime);

            //Draw the white tile placement reticle
            if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
            {
                spriteBatch.Draw(TileSelect, new Rectangle((int)newTilePosition.X, (int)newTilePosition.Y, (int)PlaceTileSize.X, (int)PlaceTileSize.Y), Color.White);
            }

            TilesToggle.Draw(spriteBatch);
            CollisionsToggle.Draw(spriteBatch);
            ObjectsToggle.Draw(spriteBatch);
            ForegoundToggle.Draw(spriteBatch);
            BackgroundToggle.Draw(spriteBatch);

            xSizeSelect.Draw(spriteBatch);
            ySizeSelect.Draw(spriteBatch);

            xSnapSelect.Draw(spriteBatch);
            ySnapSelect.Draw(spriteBatch);

            spriteBatch.End();
            base.Draw(gameTime);
        }
Exemple #2
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    public override void OnInspectorGUI()
    {
        DrawDefaultInspector();
        GUILayout.Space(5);

        ObjectsToggle script = (ObjectsToggle)target;


        float    listWidth     = UnityEditor.EditorGUIUtility.currentViewWidth * .45f;
        GUIStyle listItemStyle = new GUIStyle(GUI.skin.label);

        GUILayout.BeginHorizontal();

        GUILayout.BeginVertical();
        GUILayout.Label("List Off", UnityEditor.EditorStyles.boldLabel);
        scrollPosOff = GUILayout.BeginScrollView(scrollPosOff, false, false, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.MaxHeight(150));
        foreach (GameObject listItem in script.listOff)
        {
            GUILayout.Label(listItem ? listItem.name : "null", GetItemStyle(listItem, listItemStyle));
        }
        GUILayout.EndScrollView();
        GUILayout.EndVertical();

        GUILayout.BeginVertical();
        GUILayout.Label("List On", UnityEditor.EditorStyles.boldLabel);
        scrollPosOn = GUILayout.BeginScrollView(scrollPosOn, false, false, GUIStyle.none, GUI.skin.verticalScrollbar, GUILayout.MaxHeight(150));
        foreach (GameObject listItem in script.listOn)
        {
            GUILayout.Label(listItem ? listItem.name : "null", GetItemStyle(listItem, listItemStyle));
        }
        GUILayout.EndScrollView();
        GUILayout.EndVertical();

        GUILayout.EndHorizontal();

        if (GUILayout.Button("Toggle"))
        {
            script.Toggle();
        }
        if (GUILayout.Button("Update active states"))
        {
            script.UpdateActiveStates();
        }
    }
        protected override void Update(GameTime gameTime)
        {
            CurrentMouseState    = Mouse.GetState();
            CurrentKeyboardState = Keyboard.GetState();

            CollisionsToggle.Update();
            CollisionMaskVisible = CollisionsToggle.Selected;

            TilesToggle.Update();
            TilesVisible = TilesToggle.Selected;

            ObjectsToggle.Update();
            ObjectsVisible = ObjectsToggle.Selected;

            ForegoundToggle.Update();
            ForegroundVisible = ForegoundToggle.Selected;

            BackgroundToggle.Update();
            BackgroundVisible = BackgroundToggle.Selected;

            xSizeSelect.Update();
            ySizeSelect.Update();
            PlaceTileSize = new Vector2(xSizeSelect.CurrentSize, ySizeSelect.CurrentSize);

            #region Update the current mode
            ModeTabs.Update(gameTime);
            CurrentMode = (PlacementMode)(ModeTabs.SelectedIndex);
            #endregion

            #region Load level
            if (PreviousKeyboardState.IsKeyDown(Keys.Enter) &&
                CurrentKeyboardState.IsKeyUp(Keys.Enter))
            {
                //Level.MainTileList.Clear();
                Level = LoadLevel();
                Level.LoadContent(Content);
            }
            #endregion

            #region Save level
            if (PreviousKeyboardState.IsKeyDown(Keys.Space) &&
                CurrentKeyboardState.IsKeyUp(Keys.Space))
            {
                List <Level> LevelList = new List <Level>();
                LevelList.Add(Level);

                SaveLevel(Level);
            }
            #endregion

            switch (CurrentMode)
            {
                #region Tiles Mode
            case PlacementMode.Tiles:
                CurrentTileSelection.Texture = TilesCollection;
                CurrentTileSelection.Update();

                #region Place a new tile
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition.X = (CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize);
                }

                if (CurrentMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.Size     = new Vector2(16, 16);
                            newTile.TileChar = new Vector2(SelectedTileIndex.X + x, SelectedTileIndex.Y + y);
                            newTile.Position = new Vector2((tileXY.X + x) * 16, (tileXY.Y + y) * 16);
                            newTile.LoadContent(Content);

                            Level.MainTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }

                #region Fill
                if (CurrentKeyboardState.IsKeyUp(Keys.F) == true &&
                    PreviousKeyboardState.IsKeyDown(Keys.F) == true)
                {
                }
                #endregion
                #endregion

                #region Select another tile
                if (CurrentMouseState.LeftButton == ButtonState.Released &&
                    PreviousMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentTileSelection.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    if (CurrentMouseState.Y >= LevelSizeTemplate.Height + 32)
                    {
                        SelectedTilePosition = new Vector2(CurrentMouseState.X - CurrentMouseState.X % 16, CurrentMouseState.Y - CurrentMouseState.Y % 16);
                        SelectedTileIndex.X  = (int)(SelectedTilePosition.X / 16);
                        SelectedTileIndex.Y  = (int)(SelectedTilePosition.Y - LevelSizeTemplate.Height - 32) / 16;
                    }
                }
                #endregion

                #region Remove tile by right clicking
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.RightButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.TileChar = new Vector2(0, 0);
                            newTile.LoadContent(Content);

                            Level.MainTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }
                #endregion

                break;
                #endregion

                #region Collisions Mode
            case PlacementMode.Collision:
                CurrentTileSelection.Texture = CollisionTiles;
                CurrentTileSelection.Update();

                #region Place a new collision tile
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    CollisionTile newCollision = new CollisionTile();
                    newCollision.Position = new Vector2(tileXY.X * 16, tileXY.Y * 16);
                    newCollision.Size     = new Vector2(xSizeSelect.CurrentSize, ySizeSelect.CurrentSize);
                    newCollision.TileChar = SelectedTileIndex;
                    newCollision.LoadContent(Content);

                    //Stops the ability to place multiple collision tiles on top of one another
                    if (Level.CollisionTileList.Find(Tile => Tile.Position == new Vector2(tileXY.X * 16, tileXY.Y * 16)) == null)
                    {
                        Level.CollisionTileList.Add(newCollision);
                    }
                    else
                    {
                        Level.CollisionTileList.RemoveAt(Level.CollisionTileList.FindIndex(Tile => Tile.Position == new Vector2(tileXY.X * 16, tileXY.Y * 16)));
                        Level.CollisionTileList.Add(newCollision);
                    }
                }
                #endregion

                #region Select another tile
                if (CurrentMouseState.LeftButton == ButtonState.Released &&
                    PreviousMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentTileSelection.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    if (CurrentMouseState.Y >= LevelSizeTemplate.Height)
                    {
                        SelectedTilePosition = new Vector2(CurrentMouseState.X - CurrentMouseState.X % 16, CurrentMouseState.Y - CurrentMouseState.Y % 16);
                        SelectedTileIndex.X  = (int)(SelectedTilePosition.X / 16);
                        SelectedTileIndex.Y  = (int)(SelectedTilePosition.Y - LevelSizeTemplate.Height - 16) / 16;
                    }
                }
                #endregion

                if (CurrentMouseState.RightButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    if (Level.CollisionTileList.Exists(Tile => Tile.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y))))
                    {
                        int removeIndex = Level.CollisionTileList.FindIndex(Tile => Tile.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)));
                        Level.CollisionTileList.RemoveAt(removeIndex);
                    }
                }
                break;
                #endregion

                #region Foreground
            case PlacementMode.Foreground:
                CurrentTileSelection.Texture = TilesCollection;
                CurrentTileSelection.Update();

                #region Place a new tile
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.Size     = new Vector2(16, 16);
                            newTile.TileChar = new Vector2(SelectedTileIndex.X + x, SelectedTileIndex.Y + y);
                            newTile.Position = new Vector2((tileXY.X + x) * 16, (tileXY.Y + y) * 16);
                            newTile.LoadContent(Content);

                            Level.ForegroundTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }
                #endregion

                #region Select another tile
                if (CurrentMouseState.LeftButton == ButtonState.Released &&
                    PreviousMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentTileSelection.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    if (CurrentMouseState.Y >= LevelSizeTemplate.Height + 32)
                    {
                        SelectedTilePosition = new Vector2(CurrentMouseState.X - CurrentMouseState.X % 16, CurrentMouseState.Y - CurrentMouseState.Y % 16);
                        SelectedTileIndex.X  = (int)(SelectedTilePosition.X / 16);
                        SelectedTileIndex.Y  = (int)(SelectedTilePosition.Y - LevelSizeTemplate.Height - 32) / 16;
                    }
                }
                #endregion

                #region Remove tile by right clicking
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.RightButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.TileChar = new Vector2(0, 0);
                            newTile.LoadContent(Content);

                            Level.ForegroundTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }
                #endregion
                break;
                #endregion

                #region Background
            case PlacementMode.Background:
                CurrentTileSelection.Texture = TilesCollection;
                CurrentTileSelection.Update();

                #region Place a new tile
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.Size     = new Vector2(16, 16);
                            newTile.TileChar = new Vector2(SelectedTileIndex.X + x, SelectedTileIndex.Y + y);
                            newTile.Position = new Vector2((tileXY.X + x) * 16, (tileXY.Y + y) * 16);
                            newTile.LoadContent(Content);

                            Level.BackgroundTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }
                #endregion

                #region Select another tile
                if (CurrentMouseState.LeftButton == ButtonState.Released &&
                    PreviousMouseState.LeftButton == ButtonState.Pressed &&
                    CurrentTileSelection.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    if (CurrentMouseState.Y >= LevelSizeTemplate.Height + 32)
                    {
                        SelectedTilePosition = new Vector2(CurrentMouseState.X - CurrentMouseState.X % 16, CurrentMouseState.Y - CurrentMouseState.Y % 16);
                        SelectedTileIndex.X  = (int)(SelectedTilePosition.X / 16);
                        SelectedTileIndex.Y  = (int)(SelectedTilePosition.Y - LevelSizeTemplate.Height - 32) / 16;
                    }
                }
                #endregion

                #region Remove tile by right clicking
                if (LevelTemplateSprite.DestinationRectangle.Contains(new Point(CurrentMouseState.X, CurrentMouseState.Y)))
                {
                    newTilePosition = new Vector2((CurrentMouseState.X - CurrentMouseState.X % xSizeSelect.CurrentSize), (CurrentMouseState.Y - CurrentMouseState.Y % ySizeSelect.CurrentSize));
                }

                if (CurrentMouseState.RightButton == ButtonState.Pressed &&
                    CurrentMouseState.Y < LevelSizeTemplate.Height &&
                    CurrentMouseState.Y > 0 &&
                    CurrentMouseState.X < LevelSizeTemplate.Width &&
                    CurrentMouseState.X > 0)
                {
                    Vector2 tileXY = newTilePosition / 16;

                    for (int x = 0; x < xSizeSelect.CurrentSize / 16; x++)
                    {
                        for (int y = 0; y < ySizeSelect.CurrentSize / 16; y++)
                        {
                            Tile newTile = new Tile();
                            newTile.TileChar = new Vector2(0, 0);
                            newTile.LoadContent(Content);

                            Level.BackgroundTileList[(int)tileXY.Y + y][(int)tileXY.X + x] = newTile;
                        }
                    }
                }
                #endregion
                break;
                #endregion
            }

            PreviousKeyboardState = CurrentKeyboardState;
            PreviousMouseState    = CurrentMouseState;
            base.Update(gameTime);
        }