Пример #1
0
        }   // end of DecrementFocus()

        protected override void UpdateIndex()
        {
            // Handy references.
            Boku.InGame        inGame = Boku.InGame.inGame;
            Boku.InGame.Shared shared = inGame.shared;

            UIGrid2DBrushElement e = (UIGrid2DBrushElement)grid.SelectionElement;

            shared.editBrushIndex = e.BrushIndex;

            lastChangedTime = Time.WallClockTotalSeconds;
        }   // end of BrushPicker UpdateIndex()
Пример #2
0
        // c'tor
        public BrushPicker()
            : base(null, null)
        {
            helpOverlay    = @"BrushPicker";
            altHelpOverlay = @"BrushPickerMaterial";

            // Create brush elements for the grid.
            // Start with a blob of common parameters.
            UIGridElement.ParamBlob blob = new UIGridElement.ParamBlob();
            blob.width           = 1.0f;
            blob.height          = 1.0f;
            blob.edgeSize        = 0.1f;
            blob.selectedColor   = Color.Transparent;
            blob.unselectedColor = Color.Transparent;
            blob.normalMapName   = @"QuarterRound4NormalMap";
            blob.altShader       = true;
            blob.ignorePowerOf2  = true;

            // Create and fill the list.
            int maxBrushes = Brush2DManager.NumBrushes;

            brushList = new List <UIGrid2DBrushElement>(maxBrushes);

            UIGrid2DBrushElement e = null;

            for (int i = 0; i < maxBrushes; i++)
            {
                Brush2DManager.Brush2D brush = Brush2DManager.GetBrush(i);
                e     = new UIGrid2DBrushElement(blob, brush.TileTextureName, i);
                e.NoZ = true;
                e.Tag = brush.HelpOverlay;
                brushList.Add(e);
            }

            // Create and populate grid.  By default we'll start with the full set of brushes.
            grid = new BrushPickerUIGrid(OnSelect, OnCancel, new Point(maxBrushes, 1), "TerrainEdit.BrushPicker");

            for (int i = 0; i < maxBrushes; i++)
            {
                grid.Add(brushList[i], i, 0);
            }

            // Set grid properties.
            //grid.AlwaysReadInput = true;
            grid.Scrolling    = false;
            grid.IgnoreInput  = true;
            grid.Spacing      = new Vector2(0.25f, 0.0f);
            grid.UseLeftStick = false;
            grid.UseTriggers  = true;
            grid.Wrap         = false;
            grid.LocalMatrix  = Matrix.CreateTranslation(0.0f, -2.2f, -10.0f);
        }   // end of BrushPicker c'tor