public static Elements.Level LoadLevel(int index) { int hearts = 0; if (index != 0) hearts = level.Player.hearts; level = new Elements.Level(index); level.LoadLevel(); if (index == 0) level.Player.hearts = level.Player.startHearts; else level.Player.hearts = hearts; return level; }
public Editor(Elements.Level level, int _changeIndex) { changeIndex = _changeIndex; editing = level; camMoveSpeed = 8; editing.NewEditLevel(changeIndex); input = '.'; exported = false; help = false; back = false; endFilling = false; filling = false; startFill = Point.Zero; endFill = Point.Zero; selectTexture = AssetManager.GetTextureAsset("Select"); Managers.Camera.NewLevel(); editing.EditUpdate(); }
/// <summary> /// Create a Revit Room Element /// </summary> /// <param name="level">Level the room is hosted on</param> /// <param name="location">Location for the center of the room</param> /// <param name="name">Room name</param> /// <param name="number">Room number</param> /// <returns></returns> public static Room ByLocation(Elements.Level level, Autodesk.DesignScript.Geometry.Point location, string name = "", string number = "") { return(new Room((Autodesk.Revit.DB.Level)level.InternalElement, location.ToRevitType(true), name, number)); }
public static void NewEditor(int changeIndex, int index) { List<char[,]> tempLevel = new List<char[,]>(); Main.ChangeState(Main.GameState.Editor); Menus.EditorMenu menu = (Menus.EditorMenu)menuStack.Peek(); if (changeIndex == 0 || index > levels.Count - 1) // New { changeIndex = 0; tempLevel.Add(new char[menu.rows, menu.cols]); tempLevel.Add(new char[menu.rows, menu.cols]); levels.Add(tempLevel); level = new Elements.Level(levels.Count - 1); } else if (changeIndex == 1) // Edit { level = new Elements.Level(index); } else if (changeIndex == 2) // Replace { tempLevel.Add(new char[menu.rows, menu.cols]); tempLevel.Add(new char[menu.rows, menu.cols]); levels[index] = tempLevel; level = new Elements.Level(index); } editor = new Editor(level, changeIndex); }