#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 ThingData { #region ================== Variables // VisualMode private BaseVisualMode mode; // Thing for which this data is private Thing thing; // Sectors that must be updated when this thing is changed // The boolean value is the 'includeneighbours' of the UpdateSectorGeometry function which // indicates if the sidedefs of neighbouring sectors should also be rebuilt. private Dictionary updatesectors; #endregion #region ================== Properties public Thing Thing { get { return thing; } } public BaseVisualMode Mode { get { return mode; } } public Dictionary UpdateAlso { get { return updatesectors; } } #endregion #region ================== Constructor / Destructor // Constructor public ThingData(BaseVisualMode mode, Thing t) { // Initialize this.mode = mode; this.thing = t; this.updatesectors = new Dictionary(2); } #endregion #region ================== Public Methods // This adds a sector for updating public void AddUpdateSector(Sector s, bool includeneighbours) { updatesectors[s] = includeneighbours; } #endregion } }