Пример #1
0
        private void BtnMapEditor_Click(object sender, EventArgs e)
        {
            if (CurrentMapEditor == null)
            {
                CurrentMapEditor = new MapEditor();
            }
            if (CurrentMapLayerEditor == null)
            {
                CurrentMapLayerEditor = new MapLayerEditor();
            }

            CurrentMapEditor.Show();
            CurrentMapLayerEditor.Show();
        }
Пример #2
0
        int GetIndexFromLayerInfo(MapEditor.EditLayer layerType, int layer)
        {
            int layerIndex = 0;
            if (layerType == MapEditor.EditLayer.Fringe)
                return layerIndex + Processor.CurrentMap.FringeLayers.Count - 1 - layer;

            layerIndex += Logic.Gameplay.Processor.CurrentMap.FringeLayers.Count;
            if (layerType == MapEditor.EditLayer.PropFront)
                return layerIndex + Processor.CurrentMap.PropFrontLayers.Count - 1 - layer;

            layerIndex += Logic.Gameplay.Processor.CurrentMap.PropFrontLayers.Count;
            if (layerType == MapEditor.EditLayer.PropBack)
                return layerIndex + Processor.CurrentMap.PropBackLayers.Count - 1 - layer;

            layerIndex += Logic.Gameplay.Processor.CurrentMap.PropBackLayers.Count;
            if (layerType == MapEditor.EditLayer.Ground)
                return layerIndex + Logic.Gameplay.Processor.CurrentMap.GroundLayers.Count - 1 - layer;

            layerIndex += Logic.Gameplay.Processor.CurrentMap.GroundLayers.Count;
            if (layerType == MapEditor.EditLayer.Data)
                return layerIndex;

            return -1;
        }
Пример #3
0
        void GetLayerInfoFromIndex(int index, ref MapEditor.EditLayer layerType, ref int layer)
        {
            if (Logic.Gameplay.Processor.CurrentMap.FringeLayers.Count > index)
            {
                layerType = MapEditor.EditLayer.Fringe;
                layer = Logic.Gameplay.Processor.CurrentMap.FringeLayers.Count - index - 1;
                return;
            }
            index -= Logic.Gameplay.Processor.CurrentMap.FringeLayers.Count;

            if (Logic.Gameplay.Processor.CurrentMap.PropFrontLayers.Count > index)
            {
                layerType = MapEditor.EditLayer.PropFront;
                layer = Logic.Gameplay.Processor.CurrentMap.PropFrontLayers.Count - index - 1;
                return;
            }
            index -= Logic.Gameplay.Processor.CurrentMap.PropFrontLayers.Count;

            if (Logic.Gameplay.Processor.CurrentMap.PropBackLayers.Count > index)
            {
                layerType = MapEditor.EditLayer.PropBack;
                layer = Logic.Gameplay.Processor.CurrentMap.PropBackLayers.Count - index - 1;
                return;
            }
            index -= Logic.Gameplay.Processor.CurrentMap.PropBackLayers.Count;

            if (Logic.Gameplay.Processor.CurrentMap.GroundLayers.Count > index)
            {
                layerType = MapEditor.EditLayer.Ground;
                layer = Logic.Gameplay.Processor.CurrentMap.GroundLayers.Count - index - 1;
                return;
            }

            layerType = MapEditor.EditLayer.Data;
            layer = 0;
        }
Пример #4
0
        private void btnMapEditor_Click(object sender, EventArgs e)
        {
            if (CurrentMapEditor == null)
            {
                CurrentMapEditor = new MapEditor();
            }
            if (CurrentMapLayerEditor == null)
            {
                CurrentMapLayerEditor = new MapLayerEditor();
            }

            CurrentMapEditor.Show();
            CurrentMapLayerEditor.Show();
        }