mirror of
https://github.com/KillzXGaming/Switch-Toolbox
synced 2024-12-23 11:23:08 +00:00
104 lines
3.1 KiB
C#
104 lines
3.1 KiB
C#
using System;
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using System.Collections.Generic;
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using System.ComponentModel;
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using System.Text;
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using GL_EditorFramework.EditorDrawables;
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using GL_EditorFramework.GL_Core;
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using GL_EditorFramework.Interfaces;
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using OpenTK.Graphics.OpenGL;
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using OpenTK;
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using System.Drawing;
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namespace FirstPlugin.Turbo.CourseMuuntStructs
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{
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public class EnemyPathGroup : BasePathGroup, IObject
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{
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public const string N_EnemyPathGroup = "EnemyPathGroup";
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public const string N_UnitIdNum = "UnitIdNum";
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public EnemyPathGroup(dynamic bymlNode)
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{
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if (bymlNode is Dictionary<string, dynamic>) Prop = (Dictionary<string, dynamic>)bymlNode;
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else throw new Exception("Not a dictionary");
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foreach (var point in this["PathPt"])
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{
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PathPoints.Add(new EnemyPathPoint(point));
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}
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}
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[Browsable(false)]
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public Dictionary<string, dynamic> Prop { get; set; } = new Dictionary<string, dynamic>();
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public int EnemyPathGroupId
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{
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get { return this[N_EnemyPathGroup] != null ? this[N_EnemyPathGroup] : -1; }
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set { this[N_EnemyPathGroup] = value; }
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}
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public int UnitIdNum
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{
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get { return this[N_UnitIdNum] != null ? this[N_UnitIdNum] : -1; }
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set { this[N_UnitIdNum] = value; }
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}
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public dynamic this[string name]
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{
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get
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{
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if (Prop.ContainsKey(name)) return Prop[name];
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else return null;
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}
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set
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{
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if (Prop.ContainsKey(name)) Prop[name] = value;
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else Prop.Add(name, value);
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}
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}
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}
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public class EnemyPathPoint : BasePathPoint
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{
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private RenderablePathPoint renderablePoint;
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[Browsable(false)]
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public override RenderablePathPoint RenderablePoint
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{
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get
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{
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if (renderablePoint == null)
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renderablePoint = new RenderablePathPoint(new Vector4(1f, 0f, 0f, 1f), Translate, Rotate, new OpenTK.Vector3(30), this);
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return renderablePoint;
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}
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}
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[Category("Properties")]
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public int BattleFlag
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{
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get { return this["BattleFlag"] != null ? this["BattleFlag"] : -1; }
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set { this["BattleFlag"] = value; }
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}
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[Category("Properties")]
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public int Priority
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{
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get { return this["Priority"] != null ? this["Priority"] : -1; }
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set { this["Priority"] = value; }
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}
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public EnemyPathPoint(dynamic bymlNode)
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{
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if (bymlNode is Dictionary<string, dynamic>) Prop = (Dictionary<string, dynamic>)bymlNode;
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else throw new Exception("Not a dictionary");
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foreach (var point in this["NextPt"])
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{
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NextPoints.Add(new PointID(point));
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}
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foreach (var point in this["PrevPt"])
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{
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PrevPoints.Add(new PointID(point));
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}
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}
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}
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}
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