Пример #1
0
    private static void Interface_Specific(Tools.Structure Tool)
    {
        // Interações especificas
        if (!(Tool is Panels.Structure))
        {
            return;
        }
        switch (Tool.Name)
        {
        case "SelectCharacter": SelectCharacter_Class(); break;

        case "CreateCharacter": CreateCharacter_Class(); break;

        case "Hotbar": Game_Hotbar((Panels.Structure)Tool); break;

        case "Menu_Character": Game_Menu_Character((Panels.Structure)Tool); break;

        case "Menu_Inventory": Game_Menu_Inventory((Panels.Structure)Tool); break;

        case "Bars": Game_Bars(); break;

        case "Information": Panel_Informations(); break;

        case "Party_Invitation": Party_Invitation((Panels.Structure)Tool); break;
        }
    }
Пример #2
0
    private static void Tools(Tools.Order_Structure Parent, ref List <Tools.Order_Structure> Node, BinaryReader Data)
    {
        // Lê todos os filhos
        byte Size = Data.ReadByte();

        for (byte i = 0; i < Size; i++)
        {
            // Lê a ferramenta
            Tools.Structure Temp_Tool = new Tools.Structure();
            switch ((Tools.Types)Data.ReadByte())
            {
            case global::Tools.Types.Button: Temp_Tool = Button(Data); Buttons.List.Add((Buttons.Structure)Temp_Tool); break;

            case global::Tools.Types.TextBox: Temp_Tool = TextBox(Data); TextBoxes.List.Add((TextBoxes.Structure)Temp_Tool); break;

            case global::Tools.Types.Panel: Temp_Tool = Panel(Data); Panels.List.Add((Panels.Structure)Temp_Tool); break;

            case global::Tools.Types.CheckBox: Temp_Tool = CheckBox(Data); CheckBoxes.List.Add((CheckBoxes.Structure)Temp_Tool); break;
            }

            // Adiciona à lista
            Tools.Order_Structure Temp_Order = new Tools.Order_Structure();
            Temp_Order.Nodes  = new List <Tools.Order_Structure>();
            Temp_Order.Parent = Parent;
            Temp_Order.Data   = Temp_Tool;
            Node.Add(Temp_Order);

            // Pula pro próximo
            Tools(Node[i], ref Node[i].Nodes, Data);
        }
    }