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, DockPanel Dock, List <ToolForm> OpenForms, int Index)
        {
            this._Interface    = Interface;
            this._CurrentActor = CurrentActor;
            this.Title         = this._CurrentActor.Materials[Index].Name;
            this._Index        = Index;
            _Name = new PropertiesInput_String("Name", _CurrentActor.Materials[Index].Name, new EventHandler(Name_Update));
            this.AddControl(_Name);
            PropertiesInput_Material Material = new PropertiesInput_Material("Material", _CurrentActor.Materials[Index], Dock, OpenForms);

            this.AddControl(Material);
            this.SetTitleColor(Color.FromArgb(50, 50, 50));
        }
示例#3
0
 public void Init(Game_Interface Interface, Scene CurrentScene)
 {
     this._Scene     = CurrentScene;
     this._Interface = Interface;
     _SceneName      = new PropertiesInput_String("Name", CurrentScene.Name, new EventHandler(Name_Update));
     this.AddControl(_SceneName);
     for (int i = 0; i < _Scene.Events.EventList.Count; i++)
     {
         for (int j = 0; j < _Scene.Events.EventList[i].Events.Count; j++)
         {
             Properties_Event NewEvent = new Properties_Event(_Interface, _Scene, i,
                                                              Scene_Interface.GetPossibleEventNames(_Scene, _Scene.Events.EventList[i].ID).IndexOf(_Scene.Events.EventList[i].Events[j].ID), true);
             this.AddControl(NewEvent);
         }
     }
     _AddNewEvent = new PropertiesInput_Button("", "Add New Event", new EventHandler(AddNewEvent_Click));
     this.AddControl(_AddNewEvent);
 }