コード例 #1
0
ファイル: ChunkEditorForm.cs プロジェクト: Metapyziks/LewtRPG
        private void Save(String filePath = "")
        {
            if (filePath == "")
            {
                filePath = GetSaveDestination();

                if (filePath == "")
                {
                    return;
                }
            }

            ChunkConnector[][] connectors = new ChunkConnector[4][];

            for (int i = 0; i < 4; ++i)
            {
                connectors[i] = new ChunkConnector[myConArrows[i].Count];
                for (int j = 0; j < myConArrows[i].Count; ++j)
                {
                    connectors[i][j] = myConArrows[i][j].ConnectorInfo;
                }
            }

            ChunkTemplate temp = new ChunkTemplate(myCurrentMap.Chunk, connectors, myMapTypes);

            temp.SaveToFile(filePath);

            myLastSavePath = filePath;
            Text           = "Lewt Chunk Editor - " + filePath;
        }
コード例 #2
0
        public EditorMap(bool interior, ChunkTemplate template)
            : base(interior)
        {
            AlwaysPlaceEntities = true;

            Chunk = new Chunk(0, 0, template, this);
            Chunks.Add(Chunk);

            Chunk.PostWorldInitialize(true);
        }
コード例 #3
0
ファイル: ChunkEditorForm.cs プロジェクト: Metapyziks/LewtRPG
        private void Open(String filePath = "")
        {
            if (filePath == "")
            {
                filePath = GetLoadDestination();
            }

            if (filePath == "")
            {
                return;
            }

            ChunkTemplate temp = new ChunkTemplate(filePath);

            myLastSavePath = filePath;
            Text           = "Lewt Chunk Editor - " + filePath;

            if (myCurrentMap != null)
            {
                myCurrentMap.Dispose();
            }

            myCurrentMap = new EditorMap(true, temp);

            myMapTypes = temp.MapTypes;

            myConArrows = new List <ConnectorArrow>[]
            {
                new List <ConnectorArrow>(),
                new List <ConnectorArrow>(),
                new List <ConnectorArrow>(),
                new List <ConnectorArrow>()
            };

            for (int i = 0; i < 4; ++i)
            {
                ChunkConnector[] cons = temp.GetConnectors((ConnectorFace)i);
                foreach (ChunkConnector con in cons)
                {
                    myConArrows[i].Add(new ConnectorArrow(con.X, con.Y, con.Horizontal, con.Size));
                }
            }

            CurToolGB.Enabled   = true;
            TilePropsGB.Enabled = true;
            ChunkViewGB.Enabled = true;

            RenderMap();
        }