private void RemoveAllOverlays(bool removeAdditional) { OverlayStorage.Clear(); if (removeAdditional) { AdditionalTextures.Clear(); } }
/* * Méthode générale où tous les modèles se génèrent */ public bool GenerateAll() { if (OutputFolderPath != "" && Modid != "" && ModelsToGenerate.Count > 0) { foreach (var element in ModelsToGenerate) { bool isValid = false; string textureName = AdditionalTextures.ContainsKey(element.Key) ? AdditionalTextures[element.Key] : ""; switch (element.Value) { case GenerationModes.GENERATED: isValid = GenerateItemGenerated(element.Key); break; case GenerationModes.HANDHELD: isValid = GenerateItemHandheld(element.Key); break; case GenerationModes.CUBE_ALL: isValid = GenerateBlockCubeAll(element.Key); break; case GenerationModes.LOG: isValid = GenerateBlockLog(element.Key); break; case GenerationModes.FURNACE: isValid = GenerateBlockFurnace(element.Key); break; case GenerationModes.STAIRS: isValid = GenerateBlockStairs(element.Key, textureName); break; case GenerationModes.SLABS: isValid = GenerateBlockSlabs(element.Key, textureName); break; case GenerationModes.DOORS: break; case GenerationModes.FENCES: break; case GenerationModes.FENCE_GATE: break; case GenerationModes.CROPS: break; case GenerationModes.FLOWER: break; case GenerationModes.BUTTON: break; } // Si jamais une génération se passe mal if (!isValid) { MessageBox.Show("Une erreur s'est produite lors de la génération du model \"" + element.Key + "\""); return(false); } } ModelsToGenerate.Clear(); AdditionalTextures.Clear(); MessageBox.Show("Tous les modèles ont été générés avec succès dans " + pathManager.Assets); return(true); } else { MessageBox.Show("You must set the path of your mod folder and/or add at least 1 model to generate !"); return(false); } }