public Give(Mod game, Rectangle rect) : base(rect, "Give") { Game = game; // Add controls to the tab page onclick = new XG_ButtonLabelBool(new Rectangle(10, -10, 100, 60), "on Click", null, true); Children.Add(onclick); onPlayer = new XG_Button(new Rectangle(10, 50, 60, 20), "on Player", this.Onplayer_Clicked ); Children.Add(onPlayer); string text = "Stack"; STACK = new XG_PlusMinus(new Rectangle(10, 70, 100, 60), text, this.Cuantity_Clicked,1f,true,true,1f,250f,1f,"F1",true); Children.Add(STACK); Tree = new XGTree(new Rectangle(110, 0, 300, 115), TreeItemClicked); Children.Add(Tree); XGTreeItem Tools = new XGTreeItem(Mod.ItemD.Tools.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Tools); for (int i = 0; i < Mod.ItemD.Tools.Sections.Length; i++) // add sections { XGTreeItem Tools_Sections = new XGTreeItem(Mod.ItemD.Tools.Sections[i], Main.inventoryBackTexture); Tools.Items.Add(Tools_Sections); for (int n = 0; n < Mod.ItemD.Tools.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Tools.SectionNpcItems[i][n]); XGTreeItem Tools_Section_items = new XGTreeItem(Mod.ItemD.Tools.SectionNpcItems[i][n], Main.itemTexture[item.type]); Tools_Sections.Items.Add(Tools_Section_items); } } XGTreeItem Weapons = new XGTreeItem(Mod.ItemD.Weapons.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Weapons); for (int i = 0; i < Mod.ItemD.Weapons.Sections.Length; i++) // add sections { XGTreeItem Weapons_Sections = new XGTreeItem(Mod.ItemD.Weapons.Sections[i], Main.inventoryBackTexture); Weapons.Items.Add(Weapons_Sections); for (int n = 0; n < Mod.ItemD.Weapons.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Weapons.SectionNpcItems[i][n]); XGTreeItem Weapons_Section_items = new XGTreeItem(Mod.ItemD.Weapons.SectionNpcItems[i][n], Main.itemTexture[item.type]); Weapons_Sections.Items.Add(Weapons_Section_items); } } XGTreeItem Furniture = new XGTreeItem(Mod.ItemD.Furniture.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Furniture); for (int i = 0; i < Mod.ItemD.Furniture.Sections.Length; i++) // add sections { XGTreeItem Furniture_Sections = new XGTreeItem(Mod.ItemD.Furniture.Sections[i], Main.inventoryBackTexture); Furniture.Items.Add(Furniture_Sections); for (int n = 0; n < Mod.ItemD.Furniture.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Furniture.SectionNpcItems[i][n]); XGTreeItem Furniture_Section_items = new XGTreeItem(Mod.ItemD.Furniture.SectionNpcItems[i][n], Main.itemTexture[item.type]); Furniture_Sections.Items.Add(Furniture_Section_items); } } XGTreeItem Miscellaneous = new XGTreeItem(Mod.ItemD.Miscellaneous.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Miscellaneous); for (int i = 0; i < Mod.ItemD.Miscellaneous.Sections.Length; i++) // add sections { XGTreeItem Miscellaneous_Sections = new XGTreeItem(Mod.ItemD.Miscellaneous.Sections[i], Main.inventoryBackTexture); Miscellaneous.Items.Add(Miscellaneous_Sections); for (int n = 0; n < Mod.ItemD.Miscellaneous.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n]); XGTreeItem Miscellaneous_Section_items = new XGTreeItem(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n], Main.itemTexture[item.type]); Miscellaneous_Sections.Items.Add(Miscellaneous_Section_items); } } XGTreeItem Accessories = new XGTreeItem(Mod.ItemD.Accessories.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Accessories); for (int i = 0; i < Mod.ItemD.Accessories.Sections.Length; i++) // add sections { XGTreeItem Accessories_Sections = new XGTreeItem(Mod.ItemD.Accessories.Sections[i], Main.inventoryBackTexture); Accessories.Items.Add(Accessories_Sections); for (int n = 0; n < Mod.ItemD.Accessories.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Accessories.SectionNpcItems[i][n]); XGTreeItem Accessories_Section_items = new XGTreeItem(Mod.ItemD.Accessories.SectionNpcItems[i][n], Main.itemTexture[item.type]); Accessories_Sections.Items.Add(Accessories_Section_items); } } XGTreeItem Blocks = new XGTreeItem(Mod.ItemD.Blocks.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Blocks); for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections { XGTreeItem Blocks_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture); Blocks.Items.Add(Blocks_Sections); for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]); XGTreeItem Blocks_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]); Blocks_Sections.Items.Add(Blocks_Section_items); } } XGTreeItem Potions = new XGTreeItem(Mod.ItemD.Potions.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Potions); for (int i = 0; i < Mod.ItemD.Potions.Sections.Length; i++) // add sections { XGTreeItem Potions_Sections = new XGTreeItem(Mod.ItemD.Potions.Sections[i], Main.inventoryBackTexture); Potions.Items.Add(Potions_Sections); for (int n = 0; n < Mod.ItemD.Potions.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Potions.SectionNpcItems[i][n]); XGTreeItem Potions_Section_items = new XGTreeItem(Mod.ItemD.Potions.SectionNpcItems[i][n], Main.itemTexture[item.type]); Potions_Sections.Items.Add(Potions_Section_items); } } XGTreeItem Defenseitems = new XGTreeItem(Mod.ItemD.Defenseitems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(Defenseitems); for (int i = 0; i < Mod.ItemD.Defenseitems.Sections.Length; i++) // add sections { if (Mod.ItemD.Defenseitems.Sections[i] != "Armor Sets") { XGTreeItem Defenseitems_Sections = new XGTreeItem(Mod.ItemD.Defenseitems.Sections[i], Main.inventoryBackTexture); Defenseitems.Items.Add(Defenseitems_Sections); for (int n = 0; n < Mod.ItemD.Defenseitems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Defenseitems.SectionNpcItems[i][n]); XGTreeItem Defenseitems_Section_items = new XGTreeItem(Mod.ItemD.Defenseitems.SectionNpcItems[i][n], Main.itemTexture[item.type]); Defenseitems_Sections.Items.Add(Defenseitems_Section_items); } } else { XGTreeItem ArmorSets = new XGTreeItem(Mod.ItemD.ArmorSets.Cathegory, Main.inventoryBackTexture); Defenseitems.Items.Add(ArmorSets); for (int t = 0; t < Mod.ItemD.ArmorSets.Sections.Length; t++) // add sections { XGTreeItem ArmorSets_Sections = new XGTreeItem(Mod.ItemD.ArmorSets.Sections[t], Main.inventoryBackTexture); ArmorSets.Items.Add(ArmorSets_Sections); for (int n = 0; n < Mod.ItemD.ArmorSets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.ArmorSets.SectionNpcItems[t][n]); XGTreeItem ArmorSets_Section_items = new XGTreeItem(Mod.ItemD.ArmorSets.SectionNpcItems[t][n], Main.itemTexture[item.type]); ArmorSets_Sections.Items.Add(ArmorSets_Section_items); } } } } XGTreeItem VanityItems = new XGTreeItem(Mod.ItemD.VanityItems.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(VanityItems); for (int i = 0; i < Mod.ItemD.VanityItems.Sections.Length; i++) // add sections { if (Mod.ItemD.VanityItems.Sections[i] != "Vanity Sets") { XGTreeItem VanityItems_Sections = new XGTreeItem(Mod.ItemD.VanityItems.Sections[i], Main.inventoryBackTexture); VanityItems.Items.Add(VanityItems_Sections); for (int n = 0; n < Mod.ItemD.VanityItems.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanityItems.SectionNpcItems[i][n]); XGTreeItem VanityItems_Section_items = new XGTreeItem(Mod.ItemD.VanityItems.SectionNpcItems[i][n], Main.itemTexture[item.type]); VanityItems_Sections.Items.Add(VanityItems_Section_items); } } else { XGTreeItem VanitySets = new XGTreeItem(Mod.ItemD.VanitySets.Cathegory, Main.inventoryBackTexture); VanityItems.Items.Add(VanitySets); for (int t = 0; t < Mod.ItemD.VanitySets.Sections.Length; t++) // add sections { XGTreeItem VanitySets_Sections = new XGTreeItem(Mod.ItemD.VanitySets.Sections[t], Main.inventoryBackTexture); VanitySets.Items.Add(VanitySets_Sections); for (int n = 0; n < Mod.ItemD.VanitySets.SectionNpcItems[t].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.VanitySets.SectionNpcItems[t][n]); XGTreeItem VanitySets_Section_items = new XGTreeItem(Mod.ItemD.VanitySets.SectionNpcItems[t][n], Main.itemTexture[item.type]); VanitySets_Sections.Items.Add(VanitySets_Section_items); } } } } XGTreeItem All = new XGTreeItem("All", Main.inventoryBackTexture); Tree.Items.Add(All); for (int i = 0; i < Main.itemName.Length; i++) // add sections { Item item = new Item(); item.SetDefaults(Main.itemName[i]); XGTreeItem All_items = new XGTreeItem(item.name, Main.itemTexture[item.type]); All.Items.Add(All_items); } //Tree.ExpandAll(); }
public WallSel(Mod game, Rectangle rect) : base(rect, "Wall Selection") { Game = game; WallTree = new XGTree(new Rectangle(10, 5, 230, 135), TreeItemClicked); Children.Add(WallTree); for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections { if (Mod.ItemD.Blocks.Sections[i] == "Walls") { XGTreeItem Walls_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture); WallTree.Items.Add(Walls_Sections); for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]); XGTreeItem Walls_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]); Walls_Sections.Items.Add(Walls_Section_items); } } } }
void TreeItemClicked(XGTreeItem name) { Mod.wallitem.SetDefaults(name.Value.ToString()); }
void TreeItemClicked(XGTreeItem name) { Mod.NPCNAME = name.Value.ToString(); }
public TileSel(Mod game, Rectangle rect) : base(rect, "Tile Selection") { Game = game; TileTree = new XGTree(new Rectangle(10, 5, 230, 135), TreeItemClicked); Children.Add(TileTree); XGTreeItem Furniture = new XGTreeItem(Mod.ItemD.Furniture.Cathegory, Main.inventoryBackTexture); TileTree.Items.Add(Furniture); for (int i = 0; i < Mod.ItemD.Furniture.Sections.Length; i++) // add sections { XGTreeItem Furniture_Sections = new XGTreeItem(Mod.ItemD.Furniture.Sections[i], Main.inventoryBackTexture); Furniture.Items.Add(Furniture_Sections); for (int n = 0; n < Mod.ItemD.Furniture.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Furniture.SectionNpcItems[i][n]); XGTreeItem Furniture_Section_items = new XGTreeItem(Mod.ItemD.Furniture.SectionNpcItems[i][n], Main.itemTexture[item.type]); Furniture_Sections.Items.Add(Furniture_Section_items); } } XGTreeItem Blocks = new XGTreeItem("Blocks", Main.inventoryBackTexture); TileTree.Items.Add(Blocks); for (int i = 0; i < Mod.ItemD.Blocks.Sections.Length; i++) // add sections { if (Mod.ItemD.Blocks.Sections[i] != "Walls") { XGTreeItem Blocks_Sections = new XGTreeItem(Mod.ItemD.Blocks.Sections[i], Main.inventoryBackTexture); Blocks.Items.Add(Blocks_Sections); for (int n = 0; n < Mod.ItemD.Blocks.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Blocks.SectionNpcItems[i][n]); if (item.createTile >= 0) { XGTreeItem Blocks_Section_items = new XGTreeItem(Mod.ItemD.Blocks.SectionNpcItems[i][n], Main.itemTexture[item.type]); Blocks_Sections.Items.Add(Blocks_Section_items); } } } } XGTreeItem Miscellaneous = new XGTreeItem(Mod.ItemD.Miscellaneous.Cathegory, Main.inventoryBackTexture); TileTree.Items.Add(Miscellaneous); for (int i = 0; i < Mod.ItemD.Miscellaneous.Sections.Length; i++) // add sections { XGTreeItem Miscellaneous_Sections = new XGTreeItem(Mod.ItemD.Miscellaneous.Sections[i], Main.inventoryBackTexture); Miscellaneous.Items.Add(Miscellaneous_Sections); for (int n = 0; n < Mod.ItemD.Miscellaneous.SectionNpcItems[i].Length; n++) // add section items { Item item = new Item(); item.SetDefaults(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n]); if (item.createTile >= 0) { XGTreeItem Miscellaneous_Section_items = new XGTreeItem(Mod.ItemD.Miscellaneous.SectionNpcItems[i][n], Main.itemTexture[item.type]); Miscellaneous_Sections.Items.Add(Miscellaneous_Section_items); } } } }
public Npcs(Mod game, Rectangle rect) : base(rect, "Npcs") { Game = game; // Add controls to the tab page Rectangle pageRect = this.Rectangle; // tab pages are the size of the tab control pageRect.X = pageRect.Y = 0; pageRect.Height = 148; pageRect.Width = (pageRect.Width / 2) - 1; XGTabControl tab = new XGTabControl(pageRect); Children.Add(tab); // add the tab control to our child control list onclick = new Npconclick(game, pageRect); tab.Children.Add(onclick); spawn = new Npcspawn(game, pageRect); tab.Children.Add(spawn); Tree = new XGTree(new Rectangle(210, 5, 205, 135), TreeItemClicked); Children.Add(Tree); XGTreeItem MobsFamilies = new XGTreeItem(Mod.NpcD.MobsFamilies.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(MobsFamilies); for (int i = 0; i < Mod.NpcD.MobsFamilies.Sections.Length; i++) // add sections { XGTreeItem MobsFamilies_Sections = new XGTreeItem(Mod.NpcD.MobsFamilies.Sections[i], Main.inventoryBackTexture); MobsFamilies.Items.Add(MobsFamilies_Sections); for (int n = 0; n < Mod.NpcD.MobsFamilies.SectionNpcItems[i].Length; n++) // add section items { NPC npc = new NPC(); npc.SetDefaults(Mod.NpcD.MobsFamilies.SectionNpcItems[i][n]); XGTreeItem MobsFamilies_Section_items = new XGTreeItem(Mod.NpcD.MobsFamilies.SectionNpcItems[i][n], Main.npcTexture[npc.type]); MobsFamilies_Sections.Items.Add(MobsFamilies_Section_items); } } XGTreeItem AtoZ = new XGTreeItem(Mod.NpcD.AtoZ.Cathegory, Main.inventoryBackTexture); Tree.Items.Add(AtoZ); for (int i = 0; i < Mod.NpcD.AtoZ.Sections.Length; i++) // add sections { XGTreeItem AtoZ_Sections = new XGTreeItem(Mod.NpcD.AtoZ.Sections[i], Main.inventoryBackTexture); AtoZ.Items.Add(AtoZ_Sections); for (int n = 0; n < Mod.NpcD.AtoZ.SectionNpcItems[i].Length; n++) // add section items { NPC npc = new NPC(); npc.SetDefaults(Mod.NpcD.AtoZ.SectionNpcItems[i][n]); XGTreeItem MobsFamilies_Section_items = new XGTreeItem(Mod.NpcD.AtoZ.SectionNpcItems[i][n], Main.npcTexture[npc.type]); AtoZ_Sections.Items.Add(MobsFamilies_Section_items); } } XGTreeItem ALL = new XGTreeItem("ALL", Main.inventoryBackTexture); Tree.Items.Add(ALL); for (int i = 0; i <Main.npcName.Length; i++) // add sections { NPC npc = new NPC(); npc.SetDefaults(Main.npcName[i]); XGTreeItem alll = new XGTreeItem(npc.name, Main.npcTexture[npc.type]); ALL.Items.Add(alll); } //Tree.ExpandAll(); }
//Button click event handler void TreeItemClicked(XGTreeItem name) { for (int n = 0; n < Main.maxProjectileTypes; n++) // add section items { Projectile projectile = new Projectile(); projectile.SetDefaults(n); if (projectile.name == name.Value.ToString()) { Main.player[Main.myPlayer].inventory[Main.player[Main.myPlayer].selectedItem].shoot = n; break; } } }
public Item_PP(Mod game, Rectangle rect) : base(rect, "P.P.") { Game = game; Children.Add(new XG_Label(new Rectangle(10, 0, 200, 20), "projectile properties")); // string text = ""; //text = "Shoot"; //Shoot = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.Shoot_Clicked); //Children.Add(Shoot); Tree = new XGTree(new Rectangle(250, 0, 170, 115), TreeItemClicked); Children.Add(Tree); XGTreeItem Shoot = new XGTreeItem("Shoot", Main.inventoryBackTexture); Tree.Items.Add(Shoot); for (int n = 0; n < Main.maxProjectileTypes; n++) // add section items { if (n != 0) { Projectile projectile = new Projectile(); projectile.SetDefaults(n); XGTreeItem Shoot_Section_items = new XGTreeItem(projectile.name, Main.projectileTexture[projectile.type]); Tree.Items.Add(Shoot_Section_items); } } string text = ""; text = "ammo"; ammo = new XG_PlusMinus(new Rectangle(10, 60, 100, 60), text, this.ammo_Clicked, 1f, false, false, 0, 50, 0, "F0"); Children.Add(ammo); text = "useammo"; useAmmo = new XG_PlusMinus(new Rectangle(10, 10, 100, 60), text, this.useAmmo_Clicked, 1f, false, false, 0, 50, 0, "F0"); Children.Add(useAmmo); text = "shootspeed"; shootSpeed = new XG_PlusMinus(new Rectangle(100, 60, 100, 60), text, this.shootSpeed_Clicked, 0.1f, true, false, 0, 100f, 0, "F1"); Children.Add(shootSpeed); text = "knockBack"; knockBack = new XG_PlusMinus(new Rectangle(100, 10, 100, 60), text, this.knockBack_Clicked, 1f, false, false, 0, 500, 0, "F0"); Children.Add(knockBack); text = "channel"; channel = new XG_ButtonLabelBool(new Rectangle(200, 10, 100, 60), text, this.channel_Clicked); Children.Add(channel); }
void TreeItemClicked(XGTreeItem name) { for (int t = 0; t < Main.buffName.Length; t++) // add sections { if (Main.buffName[t] == name.Value.ToString()) { Main.player[Main.myPlayer].AddBuff(t, inminutes, false); break; } } }
void TreeItemClicked(XGTreeItem name) { ItemName = name.Value.ToString(); Mod.allitems.SetDefaults(ItemName); }