public void Init(Game_Interface Interface, SceneObject CurrentSceneObject)
        {
            this._Interface          = Interface;
            this._CurrentSceneObject = CurrentSceneObject;
            string SceneObjectTypeString = "";

            if (CurrentSceneObject.Type == SceneObjectType.DrawnSceneObject)
            {
                SceneObjectTypeString = "DrawnSceneObject";
            }
            else if (CurrentSceneObject.Type == SceneObjectType.ScriptSceneObject)
            {
                SceneObjectTypeString = "ScriptSceneObject";
            }
            else
            {
                SceneObjectTypeString = "Undefined";
            }
            _Name = new PropertiesInput_String("Name", CurrentSceneObject.Name, new EventHandler(NameChanged));
            this.AddControl(_Name);
            PropertiesInput_Label Type = new PropertiesInput_Label("Type", SceneObjectTypeString);

            this.AddControl(Type);
            for (int i = 0; i < CurrentSceneObject.Events.EventList.Count; i++)
            {
                for (int j = 0; j < CurrentSceneObject.Events.EventList[i].Events.Count; j++)
                {
                    Properties_Event NewEvent = new Properties_Event();
                    NewEvent.Init(_Interface, _CurrentSceneObject, Scene_Interface.GetPossibleEventNames(_Interface.CurrentScene, _Interface.CurrentScene.Events.EventList[i].ID).IndexOf(_Interface.CurrentScene.Events.EventList[i].Events[j].ID), i, true);
                    this.AddControl(NewEvent);
                }
            }
            _AddNewEvent = new PropertiesInput_Button("", "Add New Event", new EventHandler(AddNewEvent_Click));
            this.AddControl(_AddNewEvent);
        }
        public void Init(Game_Interface Interface, Actor CurrentActor, int Index)
        {
            this._Interface    = Interface;
            this._CurrentActor = CurrentActor;
            this.Title         = this._CurrentActor.Geometries[Index].Name;
            this._Index        = Index;
            PropertiesInput_Label Name = new PropertiesInput_Label("Name", _CurrentActor.Geometries[Index].Name);

            this.AddControl(Name);
            GenerateMaterialList();
            this.SetTitleColor(Color.FromArgb(50, 50, 50));
        }
示例#3
0
        public void Init(Game_Interface Interface, DrawObject CurrentDrawObject)
        {
            this._Interface         = Interface;
            this._CurrentDrawObject = CurrentDrawObject;
            PropertiesInput_Label Type = new PropertiesInput_Label("Type", _CurrentDrawObject.Type.ToString());

            this.AddControl(Type);
            _Active = new PropertiesInput_Bool("Active", _CurrentDrawObject.Active, new EventHandler(ActiveChanged));
            this.AddControl(_Active);
            _Translation = new PropertiesInput_Vertex("Translation", _CurrentDrawObject.Translation, new EventHandler(TranslationChanged));
            this.AddControl(_Translation);
            _Rotation = new PropertiesInput_Vertex("Rotation", _CurrentDrawObject.Rotation, new EventHandler(RotationChanged));
            this.AddControl(_Rotation);
            _Scale = new PropertiesInput_Vertex("Scale", _CurrentDrawObject.Scale, new EventHandler(ScaleChanged));
            this.AddControl(_Scale);
        }