public static void PlaceSprite(int destinationX, int destinationY, SpriteFull sprite, int style, WorldViewModel wvm) { if (sprite.Tile == (ushort)TileType.ChristmasTree) { for (int x = 0; x < sprite.SizeTiles.X; x++) { int tilex = x + destinationX; for (int y = 0; y < sprite.SizeTiles.Y; y++) { int tiley = y + destinationY; wvm.UndoManager.SaveTile(tilex, tiley); Tile curtile = wvm.CurrentWorld.Tiles[tilex, tiley]; curtile.IsActive = true; curtile.Type = sprite.Tile; if (x == 0 && y == 0) { curtile.U = 10; } else { curtile.U = (short)x; } curtile.V = (short)y; wvm.UpdateRenderPixel(tilex, tiley); BlendRules.ResetUVCache(wvm, tilex, tiley, sprite.SizeTiles.X, sprite.SizeTiles.Y); } } } else { for (int x = 0; x < sprite.SizeTiles.X; x++) { Vector2Short[,] tiles = sprite.GetTiles(style); int tilex = x + destinationX; for (int y = 0; y < sprite.SizeTiles.Y; y++) { int tiley = y + destinationY; wvm.UndoManager.SaveTile(tilex, tiley); Tile curtile = wvm.CurrentWorld.Tiles[tilex, tiley]; curtile.IsActive = true; curtile.Type = sprite.Tile; curtile.U = tiles[x, y].X; curtile.V = tiles[x, y].Y; wvm.UpdateRenderPixel(tilex, tiley); BlendRules.ResetUVCache(wvm, tilex, tiley, sprite.SizeTiles.X, sprite.SizeTiles.Y); } } } }
public static void PlaceSprite(int destinationX, int destinationY, SpriteFull sprite, int style, ITileData world) { if (sprite.Tile == (ushort)TileType.ChristmasTree) { for (int x = 0; x < sprite.SizeTiles.X; x++) { int tilex = x + destinationX; for (int y = 0; y < sprite.SizeTiles.Y; y++) { int tiley = y + destinationY; Tile curtile = world.Tiles[tilex, tiley]; curtile.IsActive = true; curtile.Type = sprite.Tile; if (x == 0 && y == 0) { curtile.U = 10; } else { curtile.U = (short)x; } curtile.V = (short)y; } } } else { for (int x = 0; x < sprite.SizeTiles.X; x++) { Vector2Short[,] tiles = sprite.GetTiles(style); int tilex = x + destinationX; for (int y = 0; y < sprite.SizeTiles.Y; y++) { int tiley = y + destinationY; Tile curtile = world.Tiles[tilex, tiley]; curtile.IsActive = true; curtile.Type = sprite.Tile; curtile.U = tiles[x, y].X; curtile.V = tiles[x, y].Y; } } } }