UltimateZoneBuilder/Source/Plugins/SoundPropagationMode/SoundEnvironment.cs
MaxED 1c769eec3f Core, internal: added ReverbsParser. Reverbs can be accessed using General.Map.Data.Reverbs.
Sound Environment Mode: sound environments can now be picked by editing sound environment things.
Sound Environment Mode: detected sound environments names are now used as item names in the tree view.
Fixed, Classic modes: incorrect texture was used as unknown floor/ceiling texture (I broke this in r2199).
Fixed, MainForm: reverted MainForm.UpdateToolStripSeparators. By making it look simpler I made it work more buggy...
Updated ZDoom_DECORATE.cfg.
2015-01-25 23:22:42 +00:00

40 lines
938 B
C#

#region ================== Namespaces
using System.Collections.Generic;
using CodeImp.DoomBuilder.Map;
using CodeImp.DoomBuilder.Rendering;
#endregion
namespace CodeImp.DoomBuilder.SoundPropagationMode
{
public class SoundEnvironment
{
#region ================== Constants
public const string DEFAULT_NAME = "Unknown sound environment"; //mxd
#endregion
#region ================== Properties
public List<Sector> Sectors { get; private set; }
public List<Thing> Things { get; set; }
public List<Linedef> Linedefs { get; set; }
public PixelColor Color { get; set; }
public int ID { get; set; }
public string Name { get; set; } //mxd
#endregion
public SoundEnvironment()
{
Sectors = new List<Sector>();
Things = new List<Thing>();
Linedefs = new List<Linedef>();
Color = General.Colors.Background;
ID = -1;
Name = DEFAULT_NAME; //mxd
}
}
}