public override void Apply(WorldObject worldObject) { base.Apply(worldObject); if (worldObject is Spinner) { ((Spinner)worldObject).ListenMouseDown += RemoveSpinnerLogic; } }
public override void Remove(WorldObject worldObject) { base.Remove(worldObject); if (worldObject is Spinner) { ((Spinner)worldObject).ListenMouseDown -= RemoveSpinnerLogic; } }
public WorldValidationResult(bool valid, String alertReason = null, WorldObject invalidNode = null) : this() { AlertReason = alertReason; Valid = valid; InvalidNode = invalidNode; }
public override void Apply(WorldObject worldObject) { base.Apply(worldObject); if (worldObject is Spinner) { ((Spinner)worldObject).ListenMouseDown += SelectWorldObject; } }
public override void Remove(WorldObject worldObject) { }
public override void Apply(WorldObject worldObject) { }
private void SetSelectedWorldObject(WorldObject worldObject) { if (_currentlySelectedWorldObject != null) { _currentlySelectedWorldObject.ResetColorState(); } SetSelectedNode(worldObject as Node); _currentlySelectedWorldObject = worldObject; _objectDragger.CurrentlySelectedObject = worldObject; }
private CameraTarget GetCameraTarget(WorldObject worldObject) { var cameraTarget = new CameraTarget(worldObject, _cameraTargetArrow, GraphicsDevice.Viewport.Width, GraphicsDevice.Viewport.Height); cameraTarget.SetColorState(ColorState.Glow); cameraTarget.ListenMouseDown += (target, location) => PanCameraToObject(worldObject); return cameraTarget; }
protected void PanCameraToObject(WorldObject obj) { CameraTarget = obj; AutoCamera = true; }
protected void AddLowPriorityTarget(WorldObject obj) { LowPriorityTargets.Add(GetCameraTarget(obj)); }
public override void Remove(WorldObject worldObject) { if (worldObject is Node) Remove(worldObject as Node); }
public override void Apply(WorldObject worldObject) { if (worldObject is Node) Apply(worldObject as Node); }
public abstract void Remove(WorldObject worldObject);
public abstract void Apply(WorldObject worldObject);
private void SelectWorldObject(WorldObject worldObject, Vector2 location) { if (!IsValidNode(worldObject as Node)) return; SetWorldObject(worldObject); }