public Room(Project project) : base(project) { Name = "Cave"; Size = new Vector(3 * Settings.GridSize, 2 * Settings.GridSize); Position = new Vector(-Size.X / 2, -Size.Y / 2); // connections may connect to any of our "corners" PortList.Add(new CompassPort(CompassPoint.North, this)); PortList.Add(new CompassPort(CompassPoint.NorthNorthEast, this)); PortList.Add(new CompassPort(CompassPoint.NorthEast, this)); PortList.Add(new CompassPort(CompassPoint.EastNorthEast, this)); PortList.Add(new CompassPort(CompassPoint.East, this)); PortList.Add(new CompassPort(CompassPoint.EastSouthEast, this)); PortList.Add(new CompassPort(CompassPoint.SouthEast, this)); PortList.Add(new CompassPort(CompassPoint.SouthSouthEast, this)); PortList.Add(new CompassPort(CompassPoint.South, this)); PortList.Add(new CompassPort(CompassPoint.SouthSouthWest, this)); PortList.Add(new CompassPort(CompassPoint.SouthWest, this)); PortList.Add(new CompassPort(CompassPoint.WestSouthWest, this)); PortList.Add(new CompassPort(CompassPoint.West, this)); PortList.Add(new CompassPort(CompassPoint.WestNorthWest, this)); PortList.Add(new CompassPort(CompassPoint.NorthWest, this)); PortList.Add(new CompassPort(CompassPoint.NorthNorthWest, this)); }
private static void RaiseProjectChanged(Project oldProject, Project newProject) { var projectChanged = ProjectChanged; if (projectChanged != null) { projectChanged(null, new ProjectChangedEventArgs(oldProject, newProject)); } }
private static void raiseProjectChanged(Project oldProject, Project newProject) { var projectChanged = ProjectChanged; projectChanged?.Invoke(null, new ProjectChangedEventArgs(oldProject, newProject)); }
// Added to ignore ID gaps public Connection(Project project, Vertex a, Vertex b, int TotalIDs, params Vertex[] args) : this(project, a, b, TotalIDs) { foreach (var vertex in args) { VertexList.Add(vertex); } }
// Added to ignore ID gaps public Connection(Project project, Vertex a, Vertex b, int TotalIDs) : this(project, TotalIDs) { VertexList.Add(a); VertexList.Add(b); }
public Connection(Project project, Vertex a, Vertex b) : this(project) { VertexList.Add(a); VertexList.Add(b); }
// Added this second constructor to be used when loading a room // This constructor is significantly faster as it doesn't look for gap in the element IDs public Connection(Project project, int TotalIDs) : base(project, TotalIDs) { m_vertexList.Added += OnVertexAdded; m_vertexList.Removed += OnVertexRemoved; }
public Connection(Project project) : base(project) { m_vertexList.Added += OnVertexAdded; m_vertexList.Removed += OnVertexRemoved; }