public override void Load(string path) { base.Load(path); string dir = System.IO.Path.GetDirectoryName(path); if (System.IO.File.Exists(dir + @"\landscape.xml")) { EditorLandscape temp = Serializer.Deserialize <EditorLandscape>(System.IO.Path.GetDirectoryName(path) + @"\landscape.xml"); if (temp != null) { CurrentLandscape = new EditorLandscape(Host.Game, temp.BlockSize, temp.Width, temp.Height, Host.Camera); CurrentLandscape.Host = Host; CurrentLandscape.FillMode = temp.FillMode; CurrentLandscape.CullMode = temp.CullMode; CurrentLandscape.Enabled = temp.Enabled; CurrentLandscape.Visible = temp.Visible; CurrentLandscape.AmbientLightColor = temp.AmbientLightColor; CurrentLandscape.AmbientLightIntensity = temp.AmbientLightIntensity; CurrentLandscape.DiffuseLightColor = temp.DiffuseLightColor; CurrentLandscape.DiffuseLightDirection = temp.DiffuseLightDirection; CurrentLandscape.DiffuseLightIntensity = temp.DiffuseLightIntensity; CurrentLandscape.Position = temp.Position; CurrentLandscape.Scale = temp.Scale; CurrentLandscape.Smoothness = temp.Smoothness; CurrentLandscape.PaintMaskAssetName = temp.PaintMaskAssetName; CurrentLandscape.Layer1Path = temp.Layer1Path; CurrentLandscape.Layer2Path = temp.Layer2Path; CurrentLandscape.Layer3Path = temp.Layer3Path; CurrentLandscape.Layer4Path = temp.Layer4Path; conBrushSettings.CurrentLandscape = CurrentLandscape; if (!string.IsNullOrEmpty(temp.Layer1Path)) { conBrushSettings.cbBrushTexture.Items.Add(temp.Layer1Path); conBrushSettings.cbBrushTexture.SelectedIndex = 0; } if (!string.IsNullOrEmpty(temp.Layer2Path)) { conBrushSettings.cbBrushTexture.Items.Add(temp.Layer2Path); } if (!string.IsNullOrEmpty(temp.Layer3Path)) { conBrushSettings.cbBrushTexture.Items.Add(temp.Layer3Path); } if (!string.IsNullOrEmpty(temp.Layer4Path)) { conBrushSettings.cbBrushTexture.Items.Add(temp.Layer4Path); } Host.SceneManager.CurrentScreen.AddVisualObject(CurrentLandscape); } } }
private void OnLandscapeAdded(EditorLandscape landscape) { CurrentLandscape = landscape; conBrushSettings.CurrentLandscape = landscape; }