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; }
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(); }
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; }