mirror of
https://github.com/OpenDiablo2/OpenDiablo2
synced 2024-09-28 06:06:29 -04:00
More cleanup
This commit is contained in:
parent
ba6455317f
commit
d9582492a3
@ -1,7 +1,7 @@
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/*
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/*
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* Hi there.
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* Hi there.
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* Looking to register an object from Common into DI, are ya?
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* Looking to register an object from Common into DI, are ya?
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* Well don't. Go to the Slack channel and talk about it there.
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* Well don't. Go to the Discord channel and talk about it there.
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* If you add an autofac module to this project, your PR will be
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* If you add an autofac module to this project, your PR will be
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* rejected.
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* rejected.
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*/
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*/
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@ -1,24 +1,58 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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/// <summary>
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/// A callback that is executed the button is activated (clicked).
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/// </summary>
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public delegate void OnActivateDelegate();
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public delegate void OnActivateDelegate();
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/// <summary>
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/// A callback that is executed if the button is toggled.
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/// </summary>
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/// <param name="isToggled">When enabled, this is true, otherwise false</param>
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public delegate void OnToggleDelegate(bool isToggled);
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public delegate void OnToggleDelegate(bool isToggled);
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/// <summary>
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/// Represents a visual button on the screen.
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/// </summary>
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public interface IButton : IDisposable
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public interface IButton : IDisposable
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{
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{
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/// <summary>
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/// Assigning a function to this property will cause that function to be called
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/// when a button is pressed.
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/// </summary>
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OnActivateDelegate OnActivate { get; set; }
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OnActivateDelegate OnActivate { get; set; }
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/// <summary>
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/// If false, the button is visually darkened, and will ignore all user input.
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/// </summary>
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bool Enabled { get; set; }
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bool Enabled { get; set; }
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/// <summary>
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/// The position of the button on the screen.
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/// </summary>
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Point Location { get; set; }
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Point Location { get; set; }
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/// <summary>
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/// Assigning a function to this property will cause that function to be called
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/// when the button is toggled on or off.
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/// </summary>
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OnToggleDelegate OnToggle { get; set; }
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OnToggleDelegate OnToggle { get; set; }
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string Text { get; set; }
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string Text { get; set; }
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/// <summary>
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/// Allows the button to update its internal state.
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/// Call this in the Update method of your scene.
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/// </summary>
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void Update();
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void Update();
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/// <summary>
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/// Renders the button to the screen.
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/// Call this in the render method of your scene.
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/// </summary>
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void Render();
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void Render();
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}
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}
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}
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}
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@ -1,8 +1,4 @@
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common.Models;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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@ -1,8 +1,4 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using OpenDiablo2.Common.Enums;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Models;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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@ -1,10 +1,4 @@
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using System;
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namespace OpenDiablo2.Common.Interfaces
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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public delegate void OnKeyPressed(char charcode);
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public delegate void OnKeyPressed(char charcode);
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using OpenDiablo2.Common.Models;
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using System.Drawing;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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namespace OpenDiablo2.Common.Interfaces
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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public interface IMouseInfoProvider
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public interface IMouseInfoProvider
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{
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{
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using System;
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.IO;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using OpenDiablo2.Common.Models;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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namespace OpenDiablo2.Common.Interfaces
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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public interface IRenderTarget
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public interface IRenderTarget
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{
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{
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using OpenDiablo2.Common.Enums;
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using System;
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using OpenDiablo2.Common.Models;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.IO;
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using OpenDiablo2.Common.Models;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using OpenDiablo2.Common.Models;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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/// <summary>
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/// A utility class to make it easy to get specific types of resources from the data files in the game.
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/// </summary>
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public interface IResourceManager
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public interface IResourceManager
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{
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{
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/// <summary>
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/// Get an <see cref="ImageSet" /> from the game's resources.
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/// </summary>
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/// <param name="resourcePath">The path to the ImageSet to grab.</param>
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/// <returns>The <see cref="ImageSet"/> that was requested. Throw an exception if not found.</returns>
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ImageSet GetImageSet(string resourcePath);
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ImageSet GetImageSet(string resourcePath);
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MPQFont GetMPQFont(string resourcePath);
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MPQFont GetMPQFont(string resourcePath);
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MPQDS1 GetMPQDS1(string resourcePath, LevelPreset level, LevelDetail levelDetail, LevelType levelType);
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MPQDS1 GetMPQDS1(string resourcePath, LevelPreset level, LevelDetail levelDetail, LevelType levelType);
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using System;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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namespace OpenDiablo2.Common.Interfaces
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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public interface ISceneManager
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public interface ISceneManager
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{
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{
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using OpenDiablo2.Common.Models;
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using System;
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using System;
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using System.Drawing;
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using System.Drawing;
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using OpenDiablo2.Common.Models;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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namespace OpenDiablo2.Common.Interfaces
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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public interface ITextDictionary
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public interface ITextDictionary
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{
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{
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using System;
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using System.Drawing;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace OpenDiablo2.Common.Interfaces
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namespace OpenDiablo2.Common.Interfaces
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{
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{
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common;
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using OpenDiablo2.Common;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Interfaces;
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using OpenDiablo2.Common.Interfaces;
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namespace OpenDiablo2.Core.UI
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namespace OpenDiablo2.Core.UI
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{
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{
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// TODO: Allow to set Minipanel.buttons.character.OnAction or similar for button delegates
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// TODO: Allow to set Minipanel.buttons.character.OnAction or similar for button delegates
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public sealed class MiniPanel : IMiniPanel
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public sealed class MiniPanel : IMiniPanel
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using System;
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Drawing;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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using OpenDiablo2.Common;
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using OpenDiablo2.Common;
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using OpenDiablo2.Common.Attributes;
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using OpenDiablo2.Common.Attributes;
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using OpenDiablo2.Common.Enums;
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using OpenDiablo2.Common.Enums;
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@ -163,23 +159,5 @@ namespace OpenDiablo2.Scenes
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{
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{
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}
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}
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/*
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private void RedrawMap()
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{
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gameState.MapDirty = false;
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testSprite = new ISprite[gameState.MapData.Width * gameState.MapData.Height];
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var idx = 0;
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for (int y = 0; y < gameState.MapData.Height; y++)
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{
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for (int x = 0; x < gameState.MapData.Width; x++)
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{
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testSprite[idx] = renderWindow.GenerateMapCell(gameState.MapData, x, y, eRenderCellType.Floor, gameState.CurrentPalette);
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testSprite[idx].Location = new Point(((x - y) * 80) - 2900, ((x + y) * 40) - 1900);
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idx++;
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}
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}
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}*/
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}
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}
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}
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}
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Loading…
Reference in New Issue
Block a user