コード例 #1
0
        public void SpawnEntityInWorld(MapObjectSpawnDescriptor dragData)
        {
            WLog.Info(LogCategory.EditorCore, null, "Caught object to be spawned {0} in scene: {1}", dragData, SelectedScene);

            // Meh.
            MapEntityLoader loader = new MapEntityLoader(m_editorCore, Map);

            // We can skip post-processing the entities via MapEntityLoader b/c that just does reference fixups, and
            // because this is a new entity there's no references so no point in trying to fix them up.
            var newEnt = loader.CreateEntity(dragData);

            if (SelectedScene is Stage)
            {
                MapLoader.PostProcessStage((Stage)SelectedScene, new List <MapEntityLoader.RawMapEntity>(new[] { newEnt }));
            }

            if (SelectedScene is Room)
            {
                MapLoader.PostProcessRoom((Room)SelectedScene, new List <MapEntityLoader.RawMapEntity>(new[] { newEnt }));
            }

            // meh more hacks.
            foreach (var ent in SelectedScene.Entities)
            {
                ent.World = this;
            }
        }
コード例 #2
0
ファイル: EditorCore.cs プロジェクト: CryZe/WindEditor2
        private void LoadEditorTemplates()
        {
            string executionPath = System.IO.Path.GetDirectoryName(System.Reflection.Assembly.GetExecutingAssembly().Location);

            WLog.Info(LogCategory.EditorCore, null, "Loading JSON templates from {0}.", executionPath);

            string entityDescriptorFolder = executionPath + "/WindWaker/Templates/MapEntityData/";
            string objectDescriptorFolder = executionPath + "/WindWaker/Templates/ObjectData/";

            Templates.LoadTemplates(entityDescriptorFolder, objectDescriptorFolder);
        }
コード例 #3
0
ファイル: EditorCore.cs プロジェクト: CryZe/WindEditor2
        public EditorCore()
        {
            WLog.Info(LogCategory.EditorCore, null, "Initializing Editor Core...");
            m_stdOutLogger = new StandardOutLogger();
            m_editorWorlds = new BindingList <WWorld>();
            Templates      = new TemplateManager();

            m_mainWorld = new WWorld("main", this);
            m_editorWorlds.Add(m_mainWorld);

            m_mainWorld.InitializeSystem();
            LoadEditorTemplates();

            WLog.Info(LogCategory.EditorCore, null, "Editor Core Initialized.");
        }