コード例 #1
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public FreeStyle(Mod game, Rectangle rect)
            : base(rect, "FreeStyle")
        {
            Game = game;

            Children.Add(new XG_Label(new Rectangle(10, 5, 200, 20), "Simple tile placement with selection Count:"));

            Selsize = new XG_PlusMinus(new Rectangle(10, 20, 100, 60), "Selsize", button, 1f, false, true, 0, 100);
            Children.Add(Selsize);

            tiles = new XG_ButtonLabelBool(new Rectangle(310, 10, 100, 60), "Tiles", null, true);
            Children.Add(tiles);
            walls = new XG_ButtonLabelBool(new Rectangle(310, 60, 100, 60), "Walls", null, true);
            Children.Add(walls);

            Build = new XG_ButtonLabelBool(new Rectangle(230, 10, 100, 60), "Build", button, true);
            Children.Add(Build);

            Destroy = new XG_ButtonLabelBool(new Rectangle(160, 10, 100, 60), "Destroy", button, true);
            Children.Add(Destroy);

            Replace = new XG_ButtonLabelBool(new Rectangle(90, 10, 100, 60), "Replace", button, true);
            Children.Add(Replace);

            All = new XG_ButtonLabelBool(new Rectangle(160, 65, 100, 60), "include All", button, true);
            Children.Add(All);
        }
コード例 #2
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Give(Mod game, Rectangle rect)
            : base(rect, "Give")
        {
            Game = game;

            // Add controls to the tab page
            onclick = new XG_ButtonLabelBool(new Rectangle(10, -10, 100, 60), "on Click", null, true);
            Children.Add(onclick);
            onPlayer = new XG_Button(new Rectangle(10, 50, 60, 20), "on Player", this.Onplayer_Clicked );
            Children.Add(onPlayer);

            string text = "Stack";
            STACK = new XG_PlusMinus(new Rectangle(10, 70, 100, 60), text, this.Cuantity_Clicked,1f,true,true,1f,250f,1f,"F1",true);
            Children.Add(STACK);

            Tree = new XGTree(new Rectangle(110, 0, 300, 115), TreeItemClicked);
            Children.Add(Tree);

            XGTreeItem Tools = new XGTreeItem(Mod.ItemD.Tools.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Tools);
            for (int i = 0; i < Mod.ItemD.Tools.Sections.Length; i++) // add sections
            {
                XGTreeItem Tools_Sections = new XGTreeItem(Mod.ItemD.Tools.Sections[i], Main.inventoryBackTexture);
                Tools.Items.Add(Tools_Sections);
                for (int n = 0; n < Mod.ItemD.Tools.SectionNpcItems[i].Length; n++) // add section items
                {
                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Tools.SectionNpcItems[i][n]);
                    XGTreeItem Tools_Section_items = new XGTreeItem(Mod.ItemD.Tools.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Tools_Sections.Items.Add(Tools_Section_items);

                }
            }

            XGTreeItem Weapons = new XGTreeItem(Mod.ItemD.Weapons.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Weapons);
            for (int i = 0; i < Mod.ItemD.Weapons.Sections.Length; i++) // add sections
            {
                XGTreeItem Weapons_Sections = new XGTreeItem(Mod.ItemD.Weapons.Sections[i], Main.inventoryBackTexture);
                Weapons.Items.Add(Weapons_Sections);
                for (int n = 0; n < Mod.ItemD.Weapons.SectionNpcItems[i].Length; n++) // add section items
                {

                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Weapons.SectionNpcItems[i][n]);
                    XGTreeItem Weapons_Section_items = new XGTreeItem(Mod.ItemD.Weapons.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Weapons_Sections.Items.Add(Weapons_Section_items);

              }
            }

            XGTreeItem Furniture = new XGTreeItem(Mod.ItemD.Furniture.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Furniture);
            for (int i = 0; i < Mod.ItemD.Furniture.Sections.Length; i++) // add sections
            {
                XGTreeItem Furniture_Sections = new XGTreeItem(Mod.ItemD.Furniture.Sections[i], Main.inventoryBackTexture);
                Furniture.Items.Add(Furniture_Sections);
                for (int n = 0; n < Mod.ItemD.Furniture.SectionNpcItems[i].Length; n++) // add section items
                {
                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Furniture.SectionNpcItems[i][n]);
                    XGTreeItem Furniture_Section_items = new XGTreeItem(Mod.ItemD.Furniture.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Furniture_Sections.Items.Add(Furniture_Section_items);

                }
            }

            XGTreeItem Miscellaneous = new XGTreeItem(Mod.ItemD.Miscellaneous.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Miscellaneous);
            for (int i = 0; i < Mod.ItemD.Miscellaneous.Sections.Length; i++) // add sections
            {
                XGTreeItem Miscellaneous_Sections = new XGTreeItem(Mod.ItemD.Miscellaneous.Sections[i], Main.inventoryBackTexture);
                Miscellaneous.Items.Add(Miscellaneous_Sections);
                for (int n = 0; n < Mod.ItemD.Miscellaneous.SectionNpcItems[i].Length; n++) // add section items
                {

                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n]);
                    XGTreeItem Miscellaneous_Section_items = new XGTreeItem(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Miscellaneous_Sections.Items.Add(Miscellaneous_Section_items);

                       }
            }

            XGTreeItem Accessories = new XGTreeItem(Mod.ItemD.Accessories.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Accessories);
            for (int i = 0; i < Mod.ItemD.Accessories.Sections.Length; i++) // add sections
            {

                XGTreeItem Accessories_Sections = new XGTreeItem(Mod.ItemD.Accessories.Sections[i], Main.inventoryBackTexture);
                Accessories.Items.Add(Accessories_Sections);
                for (int n = 0; n < Mod.ItemD.Accessories.SectionNpcItems[i].Length; n++) // add section items
                {

                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Accessories.SectionNpcItems[i][n]);
                    XGTreeItem Accessories_Section_items = new XGTreeItem(Mod.ItemD.Accessories.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Accessories_Sections.Items.Add(Accessories_Section_items);

             }
            }

            XGTreeItem Blocks = new XGTreeItem(Mod.ItemD.Blocks.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Blocks);
            for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections
            {
                XGTreeItem Blocks_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture);
                Blocks.Items.Add(Blocks_Sections);
                for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items
                {

                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]);
                    XGTreeItem Blocks_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Blocks_Sections.Items.Add(Blocks_Section_items);

                }
            }

            XGTreeItem Potions = new XGTreeItem(Mod.ItemD.Potions.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Potions);
            for (int i = 0; i < Mod.ItemD.Potions.Sections.Length; i++) // add sections
            {
                XGTreeItem Potions_Sections = new XGTreeItem(Mod.ItemD.Potions.Sections[i], Main.inventoryBackTexture);
                Potions.Items.Add(Potions_Sections);
                for (int n = 0; n < Mod.ItemD.Potions.SectionNpcItems[i].Length; n++) // add section items
                {
                    Item item = new Item();
                    item.SetDefaults(Mod.ItemD.Potions.SectionNpcItems[i][n]);
                    XGTreeItem Potions_Section_items = new XGTreeItem(Mod.ItemD.Potions.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                    Potions_Sections.Items.Add(Potions_Section_items);

                    }
            }

            XGTreeItem Defenseitems = new XGTreeItem(Mod.ItemD.Defenseitems.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(Defenseitems);
            for (int i = 0; i < Mod.ItemD.Defenseitems.Sections.Length; i++) // add sections
            {
                if (Mod.ItemD.Defenseitems.Sections[i] != "Armor Sets")
                {
                    XGTreeItem Defenseitems_Sections = new XGTreeItem(Mod.ItemD.Defenseitems.Sections[i], Main.inventoryBackTexture);
                    Defenseitems.Items.Add(Defenseitems_Sections);
                    for (int n = 0; n < Mod.ItemD.Defenseitems.SectionNpcItems[i].Length; n++) // add section items
                    {
                        Item item = new Item();
                        item.SetDefaults(Mod.ItemD.Defenseitems.SectionNpcItems[i][n]);
                        XGTreeItem Defenseitems_Section_items = new XGTreeItem(Mod.ItemD.Defenseitems.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                        Defenseitems_Sections.Items.Add(Defenseitems_Section_items);

                    }

                }
                else
                {

                    XGTreeItem ArmorSets = new XGTreeItem(Mod.ItemD.ArmorSets.Cathegory, Main.inventoryBackTexture);
                    Defenseitems.Items.Add(ArmorSets);
                    for (int t = 0; t < Mod.ItemD.ArmorSets.Sections.Length; t++) // add sections
                    {
                        XGTreeItem ArmorSets_Sections = new XGTreeItem(Mod.ItemD.ArmorSets.Sections[t], Main.inventoryBackTexture);
                        ArmorSets.Items.Add(ArmorSets_Sections);
                        for (int n = 0; n < Mod.ItemD.ArmorSets.SectionNpcItems[t].Length; n++) // add section items
                        {

                            Item item = new Item();
                            item.SetDefaults(Mod.ItemD.ArmorSets.SectionNpcItems[t][n]);
                            XGTreeItem ArmorSets_Section_items = new XGTreeItem(Mod.ItemD.ArmorSets.SectionNpcItems[t][n], Main.itemTexture[item.type]);
                            ArmorSets_Sections.Items.Add(ArmorSets_Section_items);

                       }
                    }
                }
            }

            XGTreeItem VanityItems = new XGTreeItem(Mod.ItemD.VanityItems.Cathegory, Main.inventoryBackTexture);
            Tree.Items.Add(VanityItems);
            for (int i = 0; i < Mod.ItemD.VanityItems.Sections.Length; i++) // add sections
            {
                if (Mod.ItemD.VanityItems.Sections[i] != "Vanity Sets")
                {
                    XGTreeItem VanityItems_Sections = new XGTreeItem(Mod.ItemD.VanityItems.Sections[i], Main.inventoryBackTexture);
                    VanityItems.Items.Add(VanityItems_Sections);
                    for (int n = 0; n < Mod.ItemD.VanityItems.SectionNpcItems[i].Length; n++) // add section items
                    {

                        Item item = new Item();
                        item.SetDefaults(Mod.ItemD.VanityItems.SectionNpcItems[i][n]);
                        XGTreeItem VanityItems_Section_items = new XGTreeItem(Mod.ItemD.VanityItems.SectionNpcItems[i][n], Main.itemTexture[item.type]);
                        VanityItems_Sections.Items.Add(VanityItems_Section_items);

             }

                }
                else
                {

                    XGTreeItem VanitySets = new XGTreeItem(Mod.ItemD.VanitySets.Cathegory, Main.inventoryBackTexture);
                    VanityItems.Items.Add(VanitySets);
                    for (int t = 0; t < Mod.ItemD.VanitySets.Sections.Length; t++) // add sections
                    {
                        XGTreeItem VanitySets_Sections = new XGTreeItem(Mod.ItemD.VanitySets.Sections[t], Main.inventoryBackTexture);
                        VanitySets.Items.Add(VanitySets_Sections);
                        for (int n = 0; n < Mod.ItemD.VanitySets.SectionNpcItems[t].Length; n++) // add section items
                        {

                            Item item = new Item();
                            item.SetDefaults(Mod.ItemD.VanitySets.SectionNpcItems[t][n]);
                            XGTreeItem VanitySets_Section_items = new XGTreeItem(Mod.ItemD.VanitySets.SectionNpcItems[t][n], Main.itemTexture[item.type]);
                            VanitySets_Sections.Items.Add(VanitySets_Section_items);

                        }
                    }
                }
            }

            XGTreeItem All = new XGTreeItem("All", Main.inventoryBackTexture);
            Tree.Items.Add(All);
            for (int i = 0; i < Main.itemName.Length; i++) // add sections
            {

                    Item item = new Item();
                    item.SetDefaults(Main.itemName[i]);
                    XGTreeItem All_items = new XGTreeItem(item.name, Main.itemTexture[item.type]);
                    All.Items.Add(All_items);

            }

            //Tree.ExpandAll();
        }
コード例 #3
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public ServerCommand2(Mod game, Rectangle rect)
            : base(rect, "SC2")
        {
            Game = game;

            Rectangle pageRect = this.Rectangle; // tab pages are the size of the tab control

            teleport = new XG_ButtonLabelBool(new Rectangle(350, 10, 100, 60), "Teleport", null, true);

            Children.Add(teleport);
            Children.Add(new XG_Button(new Rectangle(10, 30, 60, 20), "tphere", this.genericplayer_Clicked));
            Children.Add(new XG_Button(new Rectangle(10, 60, 60, 20), "heal", this.genericplayer_Clicked));

            Children.Add(new XG_Button(new Rectangle(100, 30, 60, 20), "butcher", this.generic_Clicked));
            Children.Add(new XG_Button(new Rectangle(100, 60, 60, 20), "time", this.time_Clicked));
        }
コード例 #4
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Shapes(Mod game, Rectangle rect)
            : base(rect, "Shapes")
        {
            Game = game;

            // Add controls to the tab page

            CircleSides = new XG_PlusMinus(new Rectangle(10, 25, 100, 60), "Circle Sides", null,1f, true, true, 3, 200);
            Children.Add(CircleSides);

            Rotation = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), "Rotation", null, 0.0005f, true, true, 0, 0.401f,0.01f, "F3");
            Rotation._Value = 0.020f;
            Children.Add(Rotation);

            hollow = new XG_ButtonLabelBool(new Rectangle(200, 20, 100, 60), "hollow", null, true);
            Children.Add(hollow);

            Fill = new XG_ButtonLabelBool(new Rectangle(200, 60, 100, 60), "Fill", Fill_Clicked, true);
            Children.Add(Fill);

            tiles = new XG_ButtonLabelBool(new Rectangle(280, 20, 100, 60), "Tiles", null, true);
            Children.Add(tiles);

            walls = new XG_ButtonLabelBool(new Rectangle(280, 65, 100, 60), "Walls", null, true);
            Children.Add(walls);

            Children.Add(new XG_Button(new Rectangle(350, 80, 75, 20), "UndoVert", this.undoVert_Clicked));

             Children.Add(new XG_Button(new Rectangle(350, 5, 60, 20), "House", this.Casa_Clicked));
            Build = new XG_Button(new Rectangle(350, 35, 60, 20), "Build", this.Build_Clicked);
            Children.Add(Build);
        }
コード例 #5
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Player_CH(Mod game, Rectangle rect)
            : base(rect, "Hacks")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Common Hacks"));
            string text = "";
            text = "inf Air";
            infAir = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, null, true);
            Children.Add(infAir);

            text = "inf life";
            inflife = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, null, true);
            Children.Add(inflife);

            text = "inf mana";
            infmana = new XG_ButtonLabelBool(new Rectangle(80, 10, 100, 60), text, null, true);
            Children.Add(infmana);
            //-----------------------------------------------------------------------------------------------

            text = "rocketMax";
            rocketTimeMax = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, null, 1f, true, true, 0, 1000);
            Children.Add(rocketTimeMax);

            text = "BlockRange";
            blockRange = new XG_PlusMinus(new Rectangle(160, 10, 100, 60), text, null, 1f, true, true, 0, 100);
            Children.Add(blockRange);

            text = "GrabRange";
            itemGrabRange = new XG_PlusMinus(new Rectangle(200, 60, 100, 60), text, this.itemGrabRange_Clicked, 1f, true, true);
            Children.Add(itemGrabRange);

            text = "GrabSpeed";
            itemGrabSpeed = new XG_PlusMinus(new Rectangle(270, 10, 100, 60), text, this.itemGrabSpeed_Clicked,1f, true, true, 0f, 500f, 0, "F1");
            Children.Add(itemGrabSpeed);

            text = "Light";
            Light = new XG_ButtonLabelBool(new Rectangle(310, 60, 100, 60), text, null, true);
            Children.Add(Light);

            text = "Fly";
            Fly = new XG_ButtonLabelBool(new Rectangle(365, 10, 100, 60), text, null, true);
            Children.Add(Fly);
        }
コード例 #6
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Replace(Mod game, Rectangle rect)
            : base(rect, "Replace")
        {
            Game = game;

            // Add controls to the tab page

            Children.Add(new XG_Label(new Rectangle(10, 25, 200, 20), "click on tile/wall to replace with custom "));

            ReplaceTile = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), "Replace Tile", null, true);
            Children.Add(ReplaceTile);
            ReplaceWall = new XG_ButtonLabelBool(new Rectangle(120, 60, 100, 60), "Replace Wall", null, true);
            Children.Add(ReplaceWall);
            ReplaceAll = new XG_ButtonLabelBool(new Rectangle(230, 60, 100, 60), "Replace All", null, true);
            Children.Add(ReplaceAll);
        }
コード例 #7
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Delete(Mod game, Rectangle rect)
            : base(rect, "Delete")
        {
            Game = game;

            // Add controls to the tab page

            Children.Add(new XG_Label(new Rectangle(10, 25, 200, 20), "click on tile/wall or all to delete"));

            DeleteTile = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), "Delete Tile", null,true);
            Children.Add(DeleteTile);
            DeleteWall = new XG_ButtonLabelBool(new Rectangle(120, 60, 100, 60), "Delete Wall", null, true);
            Children.Add(DeleteWall);
            DeleteAll = new XG_ButtonLabelBool(new Rectangle(230, 60, 100, 60), "Delete All", null, true);
            Children.Add(DeleteAll);
        }
コード例 #8
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Npcspawn(Mod game, Rectangle rect)
            : base(rect, "spawn")
        {
            Game = game;

            // Add controls to the tab page

             Count = new XG_PlusMinus(new Rectangle(10, -10, 100, 60), "Count", this.Size_Clicked, 1f,true, true,0,200);
            Children.Add(Count);
            SetSpawn = new XG_ButtonLabelBool(new Rectangle(10, 30, 100, 60), "Add Spawn", this.SetSpawn_Clicked, true);
            Children.Add(SetSpawn);
            RemoveSpawn = new XG_ButtonLabelBool(new Rectangle(110, 30, 100, 60), "Del Spawn", this.RemoveSpawn_Clicked, true);
            Children.Add(RemoveSpawn);
            RemoveALL = new XG_Button(new Rectangle(10, 90, 65, 20), "Del All", this.RemoveAllSpawns_Clicked);
            Children.Add(RemoveALL);
            SendGroug = new XG_Button(new Rectangle(100, 90, 65, 20), "Send All", this.SendAllSpawns_Clicked);
            Children.Add(SendGroug);
        }
コード例 #9
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_UT(Mod game, Rectangle rect)
            : base(rect, "U.T.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Usage and Time"));

            string text = "";
            text = "useTurn";
            useTurn = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.useTurn_Clicked);
            Children.Add(useTurn);

            text = "autoReuse";
            autoReuse = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.autoReuse_Clicked);
            Children.Add(autoReuse);

            text = "spawnTime";
            spawnTime = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.spawnTime_Clicked);
            Children.Add(spawnTime);

            text = "useTime";
            useTime = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.useTime_Clicked,1,false,false,0,100,0,"F0",true);
            Children.Add(useTime);

            text = "useStyle";
            useStyle = new XG_PlusMinus(new Rectangle(10 + 200, 10, 100, 60), text, this.useStyle_Clicked);
            Children.Add(useStyle);

            text = "holdStyle";
            holdStyle = new XG_PlusMinus(new Rectangle(10 + 200, 60, 100, 60), text, this.holdStyle_Clicked);
            Children.Add(holdStyle);

            text = "release";
            release = new XG_PlusMinus(new Rectangle(100 + 200, 10, 100, 60), text, this.release_Clicked);
            Children.Add(release);

            text = "reuseDelay";
            reuseDelay = new XG_PlusMinus(new Rectangle(100 + 200, 60, 100, 60), text, this.reuseDelay_Clicked);
            Children.Add(reuseDelay);
        }
コード例 #10
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Npconclick(Mod game, Rectangle rect)
            : base(rect, "onclick")
        {
            Game = game;

            // Add controls to the tab page
            Count = new XG_PlusMinus(new Rectangle(10, -10, 100, 60), "Count", this.Size_Clicked, 1f, true, true, 0, 200);
            Children.Add(Count);
            GodFinger = new XG_ButtonLabelBool(new Rectangle(100, 30, 100, 60), "Hurt", this.Godfinger_Clicked, true);
            Children.Add(GodFinger);

            OnClick = new XG_ButtonLabelBool(new Rectangle(10, 30, 100, 60), "Spawn", this.OnClick_Clicked, true);
            Children.Add(OnClick);
        }
コード例 #11
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_SG(Mod game, Rectangle rect)
            : base(rect, "S.G.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Sound and Graphics"));

            string text = "";
            text = "Graphic";
            noUseGraphic = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.noUseGraphic_Clicked );
            Children.Add(noUseGraphic);

            text = "alpha";
            alpha = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.alpha_Clicked, 1f, true,false,0,100,0,"F0",true);
            Children.Add(alpha);

            text = "Animation";
            useAnimation = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.useAnimation_Clicked, 1f, false, false, 0, 20, 0, "F0", true);
            Children.Add(useAnimation);

            text = "Sound";
            useSound = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.useSound_Clicked, 1f, false,false,0,50,0,"F0",true);
            Children.Add(useSound);

            text = "width";
            width = new XG_PlusMinus(new Rectangle(10 + 180, 10, 100, 60), text, this.width_Clicked,1,true);
            Children.Add(width);

            text = "height";
            height = new XG_PlusMinus(new Rectangle(10 + 180, 60, 100, 60), text, this.height_Clicked, 1, true);
            Children.Add(height);

            text = "scale";
            scale = new XG_PlusMinus(new Rectangle(100 + 180, 10, 100, 60),text, this.scale_Clicked,0.1f,true);
            Children.Add(scale);
        }
コード例 #12
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_PP(Mod game, Rectangle rect)
            : base(rect, "P.P.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "projectile properties"));

            // string text = "";
            //text = "Shoot";
            //Shoot = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.Shoot_Clicked);
            //Children.Add(Shoot);

            Tree = new XGTree(new Rectangle(250, 0, 170, 115), TreeItemClicked);
            Children.Add(Tree);

            XGTreeItem Shoot = new XGTreeItem("Shoot", Main.inventoryBackTexture);
            Tree.Items.Add(Shoot);
            for (int n = 0; n < Main.maxProjectileTypes; n++) // add section items
            {
                if (n != 0)
                {
                    Projectile projectile = new Projectile();
                    projectile.SetDefaults(n);
                    XGTreeItem Shoot_Section_items = new XGTreeItem(projectile.name, Main.projectileTexture[projectile.type]);
                    Tree.Items.Add(Shoot_Section_items);
                }
            }

            string text = "";
            text = "ammo";
            ammo = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.ammo_Clicked, 1f, false, false, 0, 50, 0, "F0");
            Children.Add(ammo);

            text = "useammo";
            useAmmo = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.useAmmo_Clicked, 1f, false, false, 0, 50, 0, "F0");
            Children.Add(useAmmo);

            text = "shootspeed";
            shootSpeed = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.shootSpeed_Clicked, 0.1f, true, false, 0, 100f, 0, "F1");
            Children.Add(shootSpeed);

            text = "knockBack";
            knockBack = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.knockBack_Clicked, 1f, false, false, 0, 500, 0, "F0");
            Children.Add(knockBack);

            text = "channel";
            channel = new XG_ButtonLabelBool(new Rectangle(200, 10, 100, 60), text, this.channel_Clicked);
            Children.Add(channel);
        }
コード例 #13
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_LP(Mod game, Rectangle rect)
            : base(rect, "L.P.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Liquid Properties"));

            string text = "";
            text = "lavaWet";
            _lavaWet = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.lavaWet_Clicked);
            Children.Add(_lavaWet);

            text = "noWet";
            _noWet = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.noWet_Clicked);
            Children.Add(_noWet);

            text = "wet";
            _wet = new XG_ButtonLabelBool(new Rectangle(100, 10, 100, 60), text, this.wet_Clicked);
            Children.Add(_wet);

            text = "wetCount";
            _wetCount = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.wetCount_Clicked, 1f, true );
            Children.Add(_wetCount);
        }
コード例 #14
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_EP(Mod game, Rectangle rect)
            : base(rect, "E.P.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Economy Properties"));

            string text = "";
            text = "buy";
            buy = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.buy_Clicked);
            Children.Add(buy);

            text = "buyOnce";
            buyOnce = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.buyOnce_Clicked);
            Children.Add(buyOnce);

            text = "value";
            value = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.value_Clicked, 1f, true );
            Children.Add(value);

            text = "stack";
            stack = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.stack_Clicked, 1f, true);
            Children.Add(stack);

            text = "maxStack";
            maxStack = new XG_PlusMinus(new Rectangle(10 + 200, 10, 100, 60), text, this.maxStack_Clicked, 1f, true);
            Children.Add(maxStack);

            text = "consumable";
            consumable = new XG_ButtonLabelBool(new Rectangle(10 + 200, 60, 100, 60), text, this.consumable_Clicked);
            Children.Add(consumable);
        }
コード例 #15
0
ファイル: Windows.cs プロジェクト: dantedom/editormod
        public Item_DP(Mod game, Rectangle rect)
            : base(rect, "D.P.")
        {
            Game = game;
            Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "Default Property"));

            string text = "";
            text = "useTurn";
            magic = new XG_ButtonLabelBool(new Rectangle(10, 10, 100, 60), text, this.magic_Clicked);
            Children.Add(magic);

            text = "autoReuse";
            material = new XG_ButtonLabelBool(new Rectangle(10, 60, 100, 60), text, this.material_Clicked);
            Children.Add(material);

            text = "noMelee";
            noMelee = new XG_ButtonLabelBool(new Rectangle(100, 10, 100, 60), text, this.noMelee_Clicked);
            Children.Add(noMelee);

            text = "melee";
            melee = new XG_ButtonLabelBool(new Rectangle(100, 60, 100, 60), text, this.melee_Clicked);
            Children.Add(melee);

            text = "mech";
            mech = new XG_ButtonLabelBool(new Rectangle(10 + 200, 10, 100, 60), text, this.mech_Clicked);
            Children.Add(mech);

            text = "ranged";
            ranged = new XG_ButtonLabelBool(new Rectangle(10 + 200, 60, 100, 60), text, this.ranged_Clicked);
            Children.Add(ranged);

            text = "potion";
            potion = new XG_ButtonLabelBool(new Rectangle(100 + 200, 10, 100, 60), text, this.potion_Clicked);
            Children.Add(potion);

            text = "rare";
            rare = new XG_PlusMinus(new Rectangle(100 + 200, 60, 100, 60), text, this.rare_Clicked);
            Children.Add(rare);
        }