Esempio n. 1
0
        void TextureTerrain(SlimDX.Vector3 mpos, bool lower)
        {
            if (Game.GameManager.GameWindow.ToolsPanel.SelectedTexture == "(none)")
            {
                return;
            }

            Game.Logic.TextureChangeParam tcp = new TextureChangeParam()
            {
                TextureName     = SelectedTexture,
                Strength        = Game.GameManager.GameWindow.ToolsPanel.TextureStrength,
                FalloffTreshold = Game.GameManager.GameWindow.ToolsPanel.TextureFalloff,
                Falloff         = Game.GameManager.GameWindow.ToolsPanel.TextureFallofMode,
                AlphaCap        = Game.GameManager.GameWindow.ToolsPanel.TextureAlphaCap,
                ActionSource    = new SlimDX.Vector2(mpos.X, mpos.Y),
                InnerRadius     = InnerRadius,
                OuterRadius     = Radius
            };

            tcp.ConvertValuesToUShort();

            ADT.ADTManager.TextureTerrain(tcp);
        }
Esempio n. 2
0
        void TextureTerrain(SlimDX.Vector3 mpos, bool lower)
        {
            if (Game.GameManager.GameWindow.ToolsPanel.SelectedTexture == "(none)")
                return;

            Game.Logic.TextureChangeParam tcp = new TextureChangeParam()
            {
                TextureName = SelectedTexture,
                Strength = Game.GameManager.GameWindow.ToolsPanel.TextureStrength,
                FalloffTreshold = Game.GameManager.GameWindow.ToolsPanel.TextureFalloff,
                Falloff = Game.GameManager.GameWindow.ToolsPanel.TextureFallofMode,
                AlphaCap = Game.GameManager.GameWindow.ToolsPanel.TextureAlphaCap,
                ActionSource = new SlimDX.Vector2(mpos.X, mpos.Y),
                InnerRadius = InnerRadius,
                OuterRadius = Radius
            };

            tcp.ConvertValuesToUShort();

            ADT.ADTManager.TextureTerrain(tcp);
        }