예제 #1
0
        private void B_Floor_Click(object sender, EventArgs e)
        {
            var ent    = Entity;
            var accent = ent.FloorItem.ToBytes().ToClass <Item>();

            using var editor = new SingleItemEditor(accent);
            editor.ShowDialog();
            if (editor.DialogResult == DialogResult.OK)
            {
                ent.FloorItem = editor.Item.ToBytesClass().ToStructure <GSaveItemName>();
            }
            Entity = ent;
        }
예제 #2
0
        private void B_Save_Click(object sender, EventArgs e)
        {
            var ent = Entity;

            ent.AccentWallMyDesignID = (ushort)NUD_DesignAccent.Value;
            ent.WallMyDesignID       = (ushort)NUD_DesignWall.Value;
            ent.FloorMyDesignID      = (ushort)NUD_DesignFloor.Value;

            ent.AccentWallDirection = (byte)NUD_DirAccent.Value;
            ent.InfoBit             = (byte)NUD_InfoBit.Value;
            ent.FloorDirection      = (byte)NUD_DirFloor.Value;

            Entity = ent;

            DialogResult = DialogResult.OK;
            Close();
        }
예제 #3
0
        public SaveRoomFloorWallEditor(GSaveRoomFloorWall v)
        {
            Entity = v;
            InitializeComponent();
            this.TranslateInterface(GameInfo.CurrentLanguage);
            DialogResult = DialogResult.Cancel;

            var ent = Entity;

            NUD_DesignAccent.Value = ent.AccentWallMyDesignID;
            NUD_DesignWall.Value   = ent.WallMyDesignID;
            NUD_DesignFloor.Value  = ent.FloorMyDesignID;

            NUD_DirAccent.Value = ent.AccentWallDirection;
            NUD_InfoBit.Value   = ent.InfoBit;
            NUD_DirFloor.Value  = ent.FloorDirection;
        }