private void MissingAssetDialog_Load(object sender, EventArgs e) { string text = ""; string str = text; string str2 = text; switch (this.propType) { case 0: str = "ambient sound"; str2 = "An ambient sound"; break; case 1: str = "decal"; str2 = "A decal"; break; case 2: str = "object"; str2 = "An object"; break; case 3: str = "road"; str2 = "A road texture"; break; case 4: str = "terrain texture"; str2 = "A terrain texture"; break; case 5: str = "unit"; str2 = "A unit"; break; case 6: str = "building"; str2 = "A building"; break; case 7: str = "effect"; str2 = "An effect"; break; } this.Text = "Missing " + str + "!"; this.WarningText.Text = str2 + " is missing\n\n" + this.propAssetName; this.IgnoreAllBtn.Enabled = this.propAllowIgnore; this.IgnoreBtn.Enabled = this.propAllowIgnore; this.NewDialog = new NewAssetPicker(NewAssetPicker.ObjectType.MissingAsset, this.propType); }
protected override void Dispose([MarshalAs(UnmanagedType.U1)] bool disposing) { if (disposing) { NewAssetPicker newDialog = this.NewDialog; if (newDialog != null) { newDialog.Dispose(); } Container container = this.components; if (container != null) { container.Dispose(); } } base.Dispose(disposing); }