private void setBuildingState(Button a_button, State a_state)
{
m_building = true;
m_objectPreview = null;
if (a_state != m_itemToCreate)
{
clearSelectedObject();
m_itemToCreate = a_state;
}
foreach (Button t_button in m_buttonDict.Keys)
{
t_button.setState(0);
}
a_button.setState(3);
switch (m_itemToCreate)
{
case State.Platform:
createAssetList("Content//Images//Tile//Floor//");
break;
case State.Ladder:
createAssetList("Content//Images//Tile//Ladder//");
break;
case State.Background:
createAssetList("Content//Images//Background//");
break;
case State.Delete:
createAssetList(null);
m_building = false;
break;
case State.Player:
createAssetList(null);
break;
case State.None:
createAssetList(null);
m_building = false;
break;
case State.SpotLight:
createAssetList("Content//Images//LightCone//");
break;
case State.Guard:
createAssetList(null);
break;
case State.Wall:
createAssetList("Content//Images//Tile//Wall//");
break;
case State.DuckHidingObject:
createAssetList("Content//Images//Prop//DuckHide//");
break;
case State.StandHidingObject:
createAssetList("Content//Images//Prop//StandHide//");
break;
case State.GuardDog:
createAssetList("Content//Images//Sprite//GuardDog//");
break;
case State.LightSwitch:
createAssetList("Content//Images//Prop//Button//");
break;
case State.CrossVent:
createAssetList("Content//Images//Tile//Ventilation//Cross//");
break;
case State.CornerVent:
createAssetList("Content//Images//Tile//Ventilation//Corner//");
break;
case State.TVent:
createAssetList("Content//Images//Tile//Ventilation//TVent//");
break;
case State.StraVent:
createAssetList("Content//Images//Tile//Ventilation//Straight//");
break;
case State.Ventrance:
createAssetList("Content//Images//Tile//Ventilation//Drum//");
break;
case State.EndVent:
createAssetList("Content//Images//Tile//Ventilation//EndVent//");
break;
case State.Camera:
createAssetList("Content//Images//Sprite//Camera//");
break;
case State.Window:
createAssetList("Content//Images//Tile//Window//");
break;
case State.Foreground:
createAssetList("Content//Images//Foregrounds//");
break;
case State.Rope:
createAssetList(null);
break;
case State.CornerHang:
createAssetList(null);
break;
case State.Checkpoint:
createAssetList(null);
break;
case State.Prop:
createAssetList("Content//Images//Prop//Clutter//");
break;
case State.Key:
createAssetList(null);
break;
case State.Heart:
createAssetList(null);
break;
case State.Objective:
createAssetList("Content//Images//Prop//Consumables//Objective//");
break;
case State.Shadow:
createAssetList("Content//Images//Foregrounds//Shadow//");
break;
case State.Parallax:
createAssetList("Content//Images//Background//Parallax//");
break;
case State.LockedDoor:
createAssetList(null);
break;
case State.FlickeringSign:
createAssetList("Content//Images//Tile//Sign//");
break;
case State.Consumable:
createAssetList("Content//Images//Prop//Consumables//");
break;
}
if (m_assetButtonList != null && m_assetButtonList.Count > 0)
{
selectAsset(m_assetButtonList.First());
}
else
{
selectAsset(null);
}
}