コード例 #1
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 public BioPlaypenVolumeAdditive(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool drawAsPolygon = false)
     : base(idx, x, y, p, grapheditor, drawAsPolygon)
 {
 }
コード例 #2
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 public SFXNav_LeapNodeHumanoid(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #3
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 public CoverSlotMarker(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #4
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 public PathNode_Dynamic(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
     shape.Brush = dynamicPathnodefindingNodeBrush;
 }
コード例 #5
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 public SFXNav_JumpDownNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #6
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 public BioTriggerVolume(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool drawAsPolygon)
     : base(idx, x, y, p, grapheditor, drawAsPolygon)
 {
 }
コード例 #7
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 public SFXMedStation(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #8
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 public SFXStuntActor(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #9
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 public SkeletalMeshActor(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #10
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 public TargetPoint(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool showRotation = false)
     : base(idx, x, y, p, grapheditor, drawRotationLine: showRotation)
 {
     shape.Brush = dynamicPathfindingNodeBrush;
 }
コード例 #11
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        };                                                            //top left

        public BioStartLocation(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool showRotation = false)
            : base(idx, x, y, p, grapheditor, drawRotationLine: showRotation)
        {
        }
コード例 #12
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 public SFXBlockingVolume_Ledge(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #13
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 public BioPawn(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool showRotation = false)
     : base(idx, x, y, p, grapheditor, drawRotationLine: true)
 {
     shape.Brush = biopawnPathfindingNodeBrush;
 }
コード例 #14
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 public DynamicBlockingVolume(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool drawAsPolygon)
     : base(idx, x, y, p, grapheditor, drawAsPolygon)
 {
     shape.Brush = dynamicPathfindingNodeBrush;
 }
コード例 #15
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 public SFXPlaceable(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
     comment.Text = export.ObjectName.Instanced;
 }
コード例 #16
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 public PendingActorNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor, drawRotationLine: true)
 {
 }
コード例 #17
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 public InterpActorNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #18
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 public EverythingElseNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor, drawRotationLine: true)
 {
     shape.Brush  = backgroundBrush;
     comment.Text = export.ObjectName.Instanced + comment.Text;
 }
コード例 #19
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 public DynamicTriggerVolume(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
     shape.Brush = dynamicPathfindingNodeBrush;
 }
コード例 #20
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 public WwiseAmbientSound(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #21
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ファイル: ActorNodes.cs プロジェクト: aquadran/ME3Explorer
        public BioTriggerStream(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
            : base(idx, p, grapheditor)
        {
            string s = export.ObjectName;

            // = getType(s);
            float w = 50;
            float h = 50;

            outlinePen = new Pen(color);
            if (grapheditor.showVolumeBrushes && grapheditor.showVolume_BioTriggerStream)
            {
                var brushShape = get3DBrushShape();
                if (brushShape != null)
                {
                    shape = PPath.CreatePolygon(brushShape);
                }
                else
                {
                    shape = PPath.CreatePolygon(TShape);
                }
            }
            else
            {
                shape = PPath.CreatePolygon(TShape);
            }

            shape.Pen      = outlinePen;
            shape.Brush    = actorNodeBrush;
            shape.Pickable = false;
            this.AddChild(shape);

            this.Bounds       = new RectangleF(0, 0, w, h);
            val               = new SText(idx.ToString());
            val.Pickable      = false;
            val.TextAlignment = StringAlignment.Center;
            val.X             = w / 2 - val.Width / 2;
            val.Y             = h / 2 - val.Height / 2;
            this.AddChild(val);
            var props = export.GetProperties();

            this.TranslateBy(x, y);


            var exportProps = export.GetProperties();


            var streamingStates = exportProps.GetProp <ArrayProperty <StructProperty> >("StreamingStates");

            if (streamingStates != null)
            {
                string commentText = "";
                var    tierName    = exportProps.GetProp <NameProperty>("TierName");
                commentText += "Tier: " + tierName + "\n";
                foreach (StructProperty state in streamingStates)
                {
                    //List<string> visibleItems =
                    var stateName = state.GetProp <NameProperty>("StateName");
                    var items     = new List <string>();
                    commentText += "State: " + stateName + "\n";
                    var inChunkName = state.GetProp <NameProperty>("InChunkName");
                    commentText += "InChunkName: " + inChunkName + "\n";
                    var visibleChunkNames = state.GetProp <ArrayProperty <NameProperty> >("VisibleChunkNames");
                    if (visibleChunkNames != null)
                    {
                        foreach (NameProperty name in visibleChunkNames)
                        {
                            items.Add(name.Value);
                        }
                        items.Sort();
                        foreach (string item in items)
                        {
                            commentText += "   " + item + "\n";
                        }
                    }
                }
                comment.Text = commentText;
            }
        }
コード例 #22
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 public SFXTreasureNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
     shape.Brush = backgroundBrush;
 }
コード例 #23
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                                                          new PointF(25, 30),new PointF(0, 30) }; // End

        public SFXNav_WayPoint(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
            : base(idx, x, y, p, grapheditor)
        {
        }
コード例 #24
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 public SFXAmmoContainer_Simulator(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor) : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #25
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 public SFXNav_LargeBoostNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #26
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 public SFXGrenadeContainer(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor) : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #27
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 public PendingNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
 }
コード例 #28
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 public SFXCombatZone(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, bool drawAsPolygon)
     : base(idx, x, y, p, grapheditor, drawAsPolygon)
 {
 }
コード例 #29
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 public SFXDynamicCoverSlotMarker(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor)
     : base(idx, x, y, p, grapheditor)
 {
     shape.Brush = dynamicPathfindingNodeBrush;
 }
コード例 #30
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ファイル: ActorNodes.cs プロジェクト: ME3Tweaks/ME3Explorer
 public LAC_ActorNode(int idx, float x, float y, IMEPackage p, PathingGraphEditor grapheditor, float z)
     : base(idx, x, y, p, grapheditor, z)
 {
 }