UltimateZoneBuilder/Source/Plugins/GZDoomEditing/VisualModes/EffectBrightnessLevel.cs

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#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Text;
using CodeImp.DoomBuilder.Geometry;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.GZDoomEditing
{
internal class EffectBrightnessLevel : SectorEffect
{
// Linedef that is used to create this effect
// The sector can be found by linedef.Front.Sector
private Linedef linedef;
// Level plane
private SectorLevel level;
// Constructor
public EffectBrightnessLevel(SectorData data, Linedef sourcelinedef) : base(data)
{
linedef = sourcelinedef;
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// New effect added: This sector needs an update!
if(data.Mode.VisualSectorExists(data.Sector))
{
BaseVisualSector vs = (BaseVisualSector)data.Mode.GetVisualSector(data.Sector);
vs.UpdateSectorGeometry(false);
}
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}
// This makes sure we are updated with the source linedef information
public override void Update()
{
SectorData sd = data.Mode.GetSectorData(linedef.Front.Sector);
if(!sd.Updated) sd.Update();
data.AddUpdateSector(linedef.Front.Sector, false);
if(level == null)
{
level = new SectorLevel(sd.Ceiling);
data.AddSectorLevel(level);
}
// Update level
sd.Ceiling.CopyProperties(level);
level.type = SectorLevelType.Light;
}
}
}