private void SelectAt(CellData cell) { if (selectionMode == SelectionMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (selectionMode == SelectionMode.Obstacle) { if (inputMode == InputMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (inputMode == InputMode.Constructive) { SetSelectedObstacle(cell.obstacle); } else if (inputMode == InputMode.Destructive) { SetSelectedObstacle(null); } } else if (selectionMode == SelectionMode.Item) { if (inputMode == InputMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (inputMode == InputMode.Constructive) { SetSelectedItem(cell.item); } else if (inputMode == InputMode.Destructive) { SetSelectedItem(null); } } else if (selectionMode == SelectionMode.Entity) { if (inputMode == InputMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (inputMode == InputMode.Constructive) { SetSelectedEntity(cell.entity); } else if (inputMode == InputMode.Destructive) { SetSelectedEntity(null); } } else if (selectionMode == SelectionMode.Effect) { if (inputMode == InputMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (inputMode == InputMode.Constructive) { if (effectMode == EffectMode.Null) { ///////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be changed /// ///////////////////////////////////////////////////////////////////////// } else if (effectMode == EffectMode.Grass && FoundationData.ValidateHasGrass(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = activeColor; } } else if (effectMode == EffectMode.Fog && FoundationData.ValidateHasFog(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = activeColor; } } else if (effectMode == EffectMode.Liquid && FoundationData.ValidateHasLiquid(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = activeColor; } } } else if (inputMode == InputMode.Destructive) { if (effectMode == EffectMode.Null) { ///////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be changed /// ///////////////////////////////////////////////////////////////////////// } else if (effectMode == EffectMode.Grass && FoundationData.ValidateHasGrass(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = (int)ColI.Green; } } else if (effectMode == EffectMode.Fog && FoundationData.ValidateHasFog(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = (int)ColI.Red; } } else if (effectMode == EffectMode.Liquid && FoundationData.ValidateHasLiquid(cell) == true) { if (editColor == true) { cell.foundation.effectColorIndex = (int)ColI.Blue; } } } } else if (selectionMode == SelectionMode.Waypoint) { if (inputMode == InputMode.Null) { ////////////////////////////////////////////////////////////////////////////////////// /// This should never happen but if it does nothing should be created or destroyed /// ////////////////////////////////////////////////////////////////////////////////////// } else if (inputMode == InputMode.Constructive) { SetSelectedWaypoint(cell); } else if (inputMode == InputMode.Destructive) { SetSelectedWaypoint(cell); selectedWaypoint = null; } } }