public void SetMap(Map map) { ArchiveList.Clear(); if (map == null) return; for (int i = 0; i < map.Rooms.Count; i++) ArchiveList.Add(map.Rooms[i]); ArchiveList.Add(map.Stage); if (map.Rooms.Count > 0) SelectedScene = map.Rooms[0]; }
private void DrawScene(Scene scene) { foreach (var obj in scene.Entities) { // Don't draw things if they've had their layer turned off. if (!m_world.Map.LayerIsVisible(obj.Layer)) continue; } }
internal void SetSelectedSceneFile(Scene sceneFile) { if (sceneFile != null) { EntityOutliner.EntityList = sceneFile.Entities; } else { EntityOutliner.EntityList = null; } }