private void EndSelection() { this.activity = false; // If we're currently using selection as a temporary tool, force it to be an active tool now that we have a selected area. if (WETools.WETempTool is WEFuncToolMove) { WETools.SetWorldFuncTool(this); } }
public override void ActivateWorldFuncButton() { WETools.SetWorldFuncTool(WEFuncTool.WEFuncToolMap[(byte)WEFuncToolEnum.Eraser]); }
public override void ActivateWorldFuncButton() { WETools.SetWorldFuncTool(WEFuncTool.WEFuncToolMap[(byte)WEFuncToolEnum.Wand]); GameValues.LastAction = "WEWandTool"; }