void editor_TextureValuesChanged(object sender, Graphics.Editors.TextureValuesChangedEvent e) { MainWindow.Instance.CurrentMap.Ground.UpdatePieceMeshes(e.ChangedRegion); var bb = new BoundingBox(); bb.Minimum = Common.Math.ToVector3(MainWindow.Instance.CurrentMap.Settings.Position) + new Vector3(e.ChangedRegion.X * MainWindow.Instance.CurrentMap.Settings.Size.Width, e.ChangedRegion.Y * MainWindow.Instance.CurrentMap.Settings.Size.Height, float.MinValue); bb.Maximum = Common.Math.ToVector3(MainWindow.Instance.CurrentMap.Settings.Position) + new Vector3(e.ChangedRegion.Right * MainWindow.Instance.CurrentMap.Settings.Size.Width, e.ChangedRegion.Bottom * MainWindow.Instance.CurrentMap.Settings.Size.Height, float.MaxValue); foreach (var v in view.sceneQuadtree.Cull(bb)) { if (v is Client.Game.Map.GameEntity && ((Client.Game.Map.GameEntity)v).EditorSelectable && !((Client.Game.Map.GameEntity)v).EditorLockTranslation) { ((Client.Game.Map.GameEntity)v).EditorHeightmapChanged(view.GroundProbe); } } }
void editor_TextureValuesChanged(object sender, Graphics.Editors.TextureValuesChangedEvent e) { //MainWindow.Instance.CurrentMap.Ground.UpdatePieceTextures(e.ChangedRegion); }