Esempio n. 1
0
        /// <summary>
        /// 合并
        /// </summary>
        public void Combine()
        {
            if (_selectedObjs.Count > 1)
            {
                //需要排序,否则绘图的先后顺序会发生改变
                int[] indexA = new int[_selectedObjs.Count];
                for (int i = 0; i < indexA.Length; i++)
                {
                    indexA[i] = Objs.IndexOf(_selectedObjs[i]);
                }
                Array.Sort(indexA);

                DrawCombine draw = new DrawCombine(_selectedObjs)
                {
                    Parant = Container
                };
                _nameManager.CreateName(draw);
                draw.Layer = DefaultLayer;
                draw.LoadInitializationEvent();

                foreach (IDrawObj obj in _selectedObjs)
                {
                    Objs.Remove(obj);
                }
                Objs.Insert(indexA[0], draw);
                _selectedObjs.Clear();
                if (draw.CanSelect())
                {
                    _selectedObjs.Add(draw);
                }

                _controlPoint.ChangeSelectObj(_selectedObjs);
                Container.Invalidate();
            }
        }
Esempio n. 2
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        public void Group(object sender, EventArgs e)
        {
            if (_selectedObjs.Count > 1)
            {
                //需要排序,否则绘图的先后顺序会发生改变
                int[] indexA = new int[_selectedObjs.Count];
                for (int i = 0; i < indexA.Length; i++)
                {
                    indexA[i] = Objs.IndexOf(_selectedObjs[i]);
                }
                Array.Sort(indexA);
                List <IDrawObj> groupL = indexA.Select(t => Objs[t]).ToList();
                DrawGroup       group  = new DrawGroup(groupL);
                _nameManager.CreateName(group);
                group.Layer = DefaultLayer;
                group.LoadInitializationEvent();

                foreach (IDrawObj obj in _selectedObjs)
                {
                    Objs.Remove(obj);
                }
                Objs.Insert(indexA[0], group);
                _selectedObjs.Clear();
                if (group.CanSelect())
                {
                    _selectedObjs.Add(group);
                }

                _controlPoint.ChangeSelectObj(_selectedObjs);
                Container.Invalidate();
            }
        }
Esempio n. 3
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        public void Last(object sender, EventArgs e)
        {
            IDrawObj obj = _selectedObjs[0];

            Objs.Remove(obj);
            Objs.Insert(0, obj);
            obj.Invalidate();
        }
Esempio n. 4
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        public void Top(object sender, EventArgs e)
        {
            IDrawObj obj = _selectedObjs[0];

            Objs.Remove(obj);
            Objs.Add(obj);
            obj.Invalidate();
        }
Esempio n. 5
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 public void Delete()
 {
     foreach (IDrawObj obj in _selectedObjs)
     {
         Objs.Remove(obj);
         obj.Invalidate();
         _nameManager.RemoveName(obj);
     }
     _selectedObjs.Clear();
     _controlPoint.ChangeSelectObj(null);
 }
Esempio n. 6
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        public void Back(object sender, EventArgs e)
        {
            IDrawObj obj   = _selectedObjs[0];
            int      index = Objs.IndexOf(obj);

            if (index > 0)
            {
                Objs.Remove(obj);
                Objs.Insert(index - 1, obj);
                obj.Invalidate();
            }
        }
Esempio n. 7
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        public void Front(object sender, EventArgs e)
        {
            IDrawObj obj   = _selectedObjs[0];
            int      index = Objs.IndexOf(obj);

            if (index != Objs.Count - 1)
            {
                Objs.Remove(obj);
                Objs.Insert(index + 1, obj);
                obj.Invalidate();
            }
        }
Esempio n. 8
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        private void UpdateObjects()
        {
            foreach (IGameObj o in DeadObjs)
            {
                o.Die(this);
                Objs.Remove(o);
            }
            DeadObjs.Clear();

            foreach (IGameObj o in NewObjs)
            {
                Objs.Add(o);
            }
            NewObjs.Clear();
        }
Esempio n. 9
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 // Crap, when must this happen?
 // It can happen whenever Objs is the current state... which is thoretically always.
 // This will nuke the particles though.
 // This is actually pretty close to correct.
 public void SetLevel(int level)
 {
     UpdateObjects();
     Objs.Remove(Player);
     Levels[CurrentLevel].Objs = Objs;
     // This is PROBABLY right, but I'm not sure.
     CurrentLevel = level;
     Objs         = Levels[CurrentLevel].Objs;
     Objs.Add(Player);
     NewObjs.Clear();
     DeadObjs.Clear();
     Particles.Clear();
     NewParticles.Clear();
     DeadParticles.Clear();
     UpdateCollisionTree();
 }
Esempio n. 10
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        public void UnGroup(object sender, EventArgs e)
        {
            DrawGroup group = null;

            foreach (IDrawObj obj in _selectedObjs)
            {
                if (obj.Type != DrawType.Group)
                {
                    continue;
                }

                group = (DrawGroup)obj;
                group.Ungroup();
                int index = Objs.IndexOf(group);
                Objs.Remove(group);
                Objs.InsertRange(index, group.ObjList);
            }

            if (group != null)
            {
                //去除锁定的控件
                int count = group.ObjList.Count;
                for (int i = count - 1; i >= 0; i--)
                {
                    IDrawObj obj = group.ObjList[i];
                    if (!group.ObjList[i].CanSelect())
                    {
                        group.ObjList.Remove(obj);
                    }
                }

                _selectedObjs.Clear();
                _selectedObjs.AddRange(group.ObjList);

                _controlPoint.ChangeSelectObj(_selectedObjs);
                Container.Invalidate();
            }
        }
Esempio n. 11
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 public void KillGameObj(IGameObj g)
 {
     Objs.Remove(g);
     DeadObjs.Add(g);
 }
Esempio n. 12
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 public void RemoveGameObj(IGameObj g)
 {
     Objs.Remove(g);
 }
Esempio n. 13
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        public override void Update()
        {
            // Change particle colours
            Color newColour;

            // Exhaust/explosion colour
            switch (GM.instance.rnd.Next(3))
            {
            case 1:
                newColour = Color.Orange;
                break;

            case 2:
                newColour = Color.OrangeRed;
                break;

            default:
                newColour = Color.Red;
                break;
            }
            GM.instance.ParticleBases["exhaust"].Colour = newColour;
            // Accretion disk colour
            switch (GM.instance.rnd.Next(6))
            {
            case 1:
                newColour = Color.BlueViolet;
                break;

            case 2:
                newColour = Color.Red;
                break;

            case 3:
                newColour = Color.Purple;
                break;

            case 4:
                newColour = Color.PaleVioletRed;
                break;

            case 5:
                newColour = Color.Blue;
                break;

            default:
                newColour = Color.Purple;
                break;
            }
            GM.instance.ParticleBases["accretion"].Colour = newColour;

            // Update system objects
            foreach (GameObject obj in Objs)
            {
                obj.Update();
            }

            // Add queued objects to world
            UnqueueObjects();

            // Decay everything
            for (int i = Decayables.Count - 1; i > -1; i--)
            {
                if (Decayables[i].TTL < 0)
                {
                    var remove = Decayables[i];
                    if (remove.Equals(Shoot))
                    {
                        Shoot = null;
                    }
                    Decayables.RemoveAt(i);
                    Objs.Remove(remove as GameObject);
                }
                else
                {
                    break;
                }
            }

            // Attract to star
            Star.Attract(User as IGravitable);

            // Check collisions
            if (Shoot != null)
            {
                for (int i = Orbs.Count - 1; i > -1; i--)
                {
                    if ((Shoot.Pos - Orbs[i].Pos).Length() < 50)
                    {
                        Orbs[i].Explode();
                        Objs.Remove(Orbs[i] as GameObject);
                        Orbs.RemoveAt(i);
                        Objs.Remove(Shoot);
                        Shoot = null;
                        break;
                    }
                }
            }
        }
Esempio n. 14
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 private void RemoveDrawObjOper(IDrawObj obj)
 {
     //Undo.Push(CreateDrawObjOper, obj, "Remove");
     Objs.Remove(obj);
 }