private void b_ApplyProperties_Click(object sender, EventArgs e)
{
// If we've selected an object and text is valid,
// apply these new settings
if (currentlySelectedObject != null && AreObjPropertiesValid())
{
if (currentlySelectedObject is HazardStatic)
{
((HazardStatic)currentlySelectedObject).Damage = int.Parse(tb_Damage.Text);
}
else if (currentlySelectedObject is HazardDynamic)
{
((HazardDynamic)currentlySelectedObject).Damage = int.Parse(tb_Damage.Text);
}
else if (currentlySelectedObject is Survivor)
{
((Survivor)currentlySelectedObject).SLevel = int.Parse(tb_SLevel.Text);
}
else if (currentlySelectedObject is VanishWall)
{
((VanishWall)currentlySelectedObject).VLevel = int.Parse(tb_SLevel.Text);
}
float newRotation = float.Parse(tb_Rotation.Text);
currentlySelectedObject.Rotate(currentlySelectedObject.Rotation + MathHelper.ToRadians(newRotation));
if (currentlySelectedObject is Dynamic)
((Dynamic)currentlySelectedObject).OriginalRotation = -currentlySelectedObject.Rotation;
}
if (cbox_Scripted.Enabled)
{
ParseScript();
}
pb_Level.Refresh();
}