public override void Update(DwarfTime time, VoxelSelector voxSelector, BodySelector bodySelector) { SelectionTimer.Update(time); if (SelectionTimer.HasTriggered) { if (Type == InspectType.InspectEntity) { MouseState mouse = Mouse.GetState(); List <Body> selected = bodySelector.SelectBodies(new Rectangle(mouse.X - 10, mouse.Y - 10, 20, 20)); if (selected.Count > 0) { OnEntitiesSelected(PlayState.Master.Spells, selected); } } else { Voxel vox = new Voxel(); PlayState.ChunkManager.ChunkData.GetNonNullVoxelAtWorldLocation(PlayState.CursorLightPos, ref vox); OnVoxelsSelected(PlayState.Master.Spells, new List <Voxel>() { vox }); } } base.Update(time, voxSelector, bodySelector); }
public override void Update(DwarfTime time, VoxelSelector voxSelector, BodySelector bodySelector) { SelectionTimer.Update(time); if (SelectionTimer.HasTriggered) { if (Type == InspectType.InspectEntity) { MouseState mouse = Mouse.GetState(); List <Body> selected = bodySelector.SelectBodies(new Rectangle(mouse.X - 10, mouse.Y - 10, 20, 20)); if (selected.Count > 0) { OnEntitiesSelected(World.Master.Spells, selected); } } else { var vox = new VoxelHandle(World.ChunkManager.ChunkData, GlobalVoxelCoordinate.FromVector3(World.CursorLightPos)); if (vox.IsValid) { OnVoxelsSelected(World.Master.Spells, new List <VoxelHandle>() { vox }); } } } base.Update(time, voxSelector, bodySelector); }
public override void Update(DwarfTime time, VoxelSelector voxSelector, BodySelector bodySelector) { SelectionTimer.Update(time); if (SelectionTimer.HasTriggered) { if (Type == InspectType.InspectEntity) { MouseState mouse = Mouse.GetState(); List<Body> selected = bodySelector.SelectBodies(new Rectangle(mouse.X - 10, mouse.Y - 10, 20, 20)); if (selected.Count > 0) { OnEntitiesSelected(PlayState.Master.Spells, selected); } } else { Voxel vox = new Voxel(); PlayState.ChunkManager.ChunkData.GetNonNullVoxelAtWorldLocation(PlayState.CursorLightPos, ref vox); OnVoxelsSelected(PlayState.Master.Spells, new List<Voxel>(){vox}); } } base.Update(time, voxSelector, bodySelector); }