mirror of
https://github.com/AlexMacocian/MonoGame.Extended.git
synced 2026-07-24 12:06:37 +00:00
* started refactoring for gui windows * a bit more work on gui windows * fixed some bugs and broken build stuff * fixed some bugs in gui controls * a little code cleanup * got gui dialogs positioning and experimenting with named styles by type * apply control styles directly in the constructor of controls * got everything compiling again * all gui controls have skinnable constructors * rework uniform grid desired size calculations * turns out gui layouts are complicated * include pdb files in nuget packages * fixed a bug in find nearest glyph * custom control styling * added a range constructor overload that takes one value * rethinking control desired size behaviour * made particle emitters more editable at runtime * moved the auto trigger code to the particle effect instead of the emitters * tweaks * changed the particle modifer interface to an abstract base with an optional name * changed the particle modifer interface to an abstract base with an optional name * an attempt at creating a gui combo box * rolled back the nested control experiment * pretty good (but not perfect) combo boxes * tweaks * name property bindings on lists * removed and cleaned up the hacks from the gui combo box * minor combo box styling tweaks * minor bug fix in gui combo box * experiments with data binding * fixed a mistake on the texture region service interface * working on the ability to serialize particles * finished particle serialization * more robust range deserialization * added editor browable attributes * fixed some broken demos * made the particle modifiers editable at runtime * fixed some issues with particle serialization * fixed some issues with interpolators
22 lines
769 B
C#
22 lines
769 B
C#
using System.Linq;
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using Microsoft.Xna.Framework.Content;
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namespace MonoGame.Extended.Tiled
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{
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public sealed class TiledMapTileObject : TiledMapObject
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{
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public TiledMapTilesetTile TilesetTile { get; }
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public TiledMapTileObject(ContentReader input, TiledMap map)
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: base(input)
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{
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var globalTileIdentifierWithFlags = input.ReadUInt32();
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var tile = new TiledMapTile(globalTileIdentifierWithFlags);
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var tileset = map.GetTilesetByTileGlobalIdentifier(tile.GlobalIdentifier);
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var localTileIdentifier = tile.GlobalIdentifier - tileset.FirstGlobalIdentifier;
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TilesetTile = tileset.Tiles.FirstOrDefault(x => x.LocalTileIdentifier == localTileIdentifier);
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}
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}
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}
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