public void ShowPattern(DesignServer.Pattern pattern, PatternExchange exchange) { try { PatternExchange = exchange; Pattern = pattern; if (CurrentTexture != null) { CurrentTexture.Dispose(); CurrentTexture = null; } ACNHFileFormat format = new ACNHFileFormat(pattern.Bytes); DesignPattern patt = null; if (format.IsPro) { patt = new ProDesignPattern(); patt.CopyFrom(format); } else { patt = new SimpleDesignPattern(); patt.CopyFrom(format); } CurrentTexture = patt.GetBitmap(); CurrentTexture.Apply(); CurrentTexture.Texture.filterMode = FilterMode.Point; CurrentTexture.Texture.wrapMode = TextureWrapMode.Clamp; this.Image.texture = CurrentTexture.Texture; } catch (System.Exception e) { } }
public DesignPattern Save() { try { if (this.CurrentPattern.Type == DesignPattern.TypeEnum.SimplePattern) { var pattern = new SimpleDesignPattern { Type = Type /*, * IsPro = Type != DesignPattern.TypeEnum.SimplePattern*/ }; pattern.FromBitmap(this.CurrentPattern.PreviewBitmap); return(pattern); } else { var pattern = new ProDesignPattern { Type = Type /*, * IsPro = Type != DesignPattern.TypeEnum.SimplePattern*/ }; pattern.FromBitmap(this.CurrentPattern.PreviewBitmap); return(pattern); } } catch (System.Exception e) { Logger.Log(Logger.Level.ERROR, "[PatternEditor] Error while saving pattern: " + e.ToString()); return(null); } }
public void SelectPattern(DesignPattern pattern) { if (pattern == Pattern) { return; } if (Pattern is ProDesignPattern) { var backup = new ProDesignPattern(); backup.CopyFrom(Controller.Instance.CurrentSavegame.ProDesignPatterns[Pattern.Index]); Controller.Instance.CurrentSavegame.ProDesignPatterns[Pattern.Index].CopyFrom(Controller.Instance.CurrentSavegame.ProDesignPatterns[pattern.Index]); Controller.Instance.CurrentSavegame.ProDesignPatterns[pattern.Index].CopyFrom(backup); } else { var backup = new SimpleDesignPattern(); backup.CopyFrom(Controller.Instance.CurrentSavegame.SimpleDesignPatterns[Pattern.Index]); Controller.Instance.CurrentSavegame.SimpleDesignPatterns[Pattern.Index].CopyFrom(Controller.Instance.CurrentSavegame.SimpleDesignPatterns[pattern.Index]); Controller.Instance.CurrentSavegame.SimpleDesignPatterns[pattern.Index].CopyFrom(backup); } _IsFinished = true; }