using System; using System.Collections.Generic; using System.ComponentModel; using System.Text; using GL_EditorFramework.EditorDrawables; using GL_EditorFramework.GL_Core; using GL_EditorFramework.Interfaces; using OpenTK.Graphics.OpenGL; using OpenTK; using System.Drawing; namespace FirstPlugin.Turbo.CourseMuuntStructs { public class EnemyPathGroup : BasePathGroup, IObject { public const string N_EnemyPathGroup = "EnemyPathGroup"; public const string N_UnitIdNum = "UnitIdNum"; public EnemyPathGroup(dynamic bymlNode) { if (bymlNode is Dictionary) Prop = (Dictionary)bymlNode; else throw new Exception("Not a dictionary"); foreach (var point in this["PathPt"]) { PathPoints.Add(new EnemyPathPoint(point)); } } [Browsable(false)] public Dictionary Prop { get; set; } = new Dictionary(); public int EnemyPathGroupId { get { return this[N_EnemyPathGroup] != null ? this[N_EnemyPathGroup] : -1; } set { this[N_EnemyPathGroup] = value; } } public int UnitIdNum { get { return this[N_UnitIdNum] != null ? this[N_UnitIdNum] : -1; } set { this[N_UnitIdNum] = value; } } public dynamic this[string name] { get { if (Prop.ContainsKey(name)) return Prop[name]; else return null; } set { if (Prop.ContainsKey(name)) Prop[name] = value; else Prop.Add(name, value); } } } public class EnemyPathPoint : BasePathPoint { private RenderablePathPoint renderablePoint; [Browsable(false)] public override RenderablePathPoint RenderablePoint { get { if (renderablePoint == null) renderablePoint = new RenderablePathPoint(new Vector4(1f, 0f, 0f, 1f), Translate, Rotate, new OpenTK.Vector3(30), this); return renderablePoint; } } [Category("Properties")] public int BattleFlag { get { return this["BattleFlag"] != null ? this["BattleFlag"] : -1; } set { this["BattleFlag"] = value; } } [Category("Properties")] public int Priority { get { return this["Priority"] != null ? this["Priority"] : -1; } set { this["Priority"] = value; } } public EnemyPathPoint(dynamic bymlNode) { if (bymlNode is Dictionary) Prop = (Dictionary)bymlNode; else throw new Exception("Not a dictionary"); foreach (var point in this["NextPt"]) { NextPoints.Add(new PointID(point)); } foreach (var point in this["PrevPt"]) { PrevPoints.Add(new PointID(point)); } } } }