Terraria v1.4.4.9
Terraria source code documentation
Loading...
Searching...
No Matches

◆ SetupGamepadPoints()

void Terraria.GameContent.UI.States.UIWorldCreation.SetupGamepadPoints ( SpriteBatch spriteBatch)
inlineprivate

Definition at line 856 of file UIWorldCreation.cs.

857 {
858 UILinkPointNavigator.Shortcuts.BackButtonCommand = 1;
859 int num = 3000;
861 SnapPoint snapPoint = null;
862 SnapPoint snapPoint2 = null;
863 SnapPoint snapPoint3 = null;
864 SnapPoint snapPoint4 = null;
865 SnapPoint snapPoint5 = null;
866 SnapPoint snapPoint6 = null;
867 for (int i = 0; i < snapPoints.Count; i++)
868 {
870 switch (snapPoint7.Name)
871 {
872 case "Back":
874 break;
875 case "Create":
877 break;
878 case "Name":
880 break;
881 case "Seed":
883 break;
884 case "RandomizeName":
886 break;
887 case "RandomizeSeed":
889 break;
890 }
891 }
897 uILinkPoint.Unlink();
899 num++;
902 uILinkPoint.Unlink();
904 num++;
907 uILinkPoint.Unlink();
909 num++;
912 uILinkPoint.Unlink();
914 num++;
917 uILinkPoint.Unlink();
919 num++;
922 uILinkPoint.Unlink();
924 num++;
926 for (int j = 0; j < snapGroup.Count; j++)
927 {
930 uILinkPoint.Unlink();
932 num++;
933 }
935 for (int k = 0; k < snapGroup2.Count; k++)
936 {
939 uILinkPoint.Unlink();
941 num++;
942 }
944 for (int l = 0; l < snapGroup3.Count; l++)
945 {
948 uILinkPoint.Unlink();
950 num++;
951 }
955 for (int m = 0; m < array.Length; m++)
956 {
957 array[m].Up = uILinkPoint7.ID;
958 }
959 if (true)
960 {
963 for (int n = 0; n < array3.Length; n++)
964 {
965 array3[n].Down = uILinkPoint2.ID;
966 }
967 array3[array3.Length - 1].Down = uILinkPoint3.ID;
968 uILinkPoint3.Up = array3[array3.Length - 1].ID;
969 uILinkPoint2.Up = array3[0].ID;
970 }
971 else
972 {
973 for (int num2 = 0; num2 < array2.Length; num2++)
974 {
975 array2[num2].Down = uILinkPoint2.ID;
976 }
977 array2[array2.Length - 1].Down = uILinkPoint3.ID;
978 uILinkPoint3.Up = array2[array2.Length - 1].ID;
979 uILinkPoint2.Up = array2[0].ID;
980 }
981 uILinkPoint3.Left = uILinkPoint2.ID;
982 uILinkPoint2.Right = uILinkPoint3.ID;
983 uILinkPoint5.Down = uILinkPoint7.ID;
984 uILinkPoint5.Left = uILinkPoint4.ID;
985 uILinkPoint4.Right = uILinkPoint5.ID;
986 uILinkPoint7.Up = uILinkPoint5.ID;
987 uILinkPoint7.Down = array[0].ID;
988 uILinkPoint7.Left = uILinkPoint6.ID;
989 uILinkPoint6.Right = uILinkPoint7.ID;
990 uILinkPoint6.Up = uILinkPoint4.ID;
991 uILinkPoint6.Down = array[0].ID;
992 uILinkPoint4.Down = uILinkPoint6.ID;
993 }
List< SnapPoint > GetSnapGroup(List< SnapPoint > ptsOnPage, string groupName)
void LoopHorizontalLineLinks(UILinkPoint[] pointsLine)
void EstablishUpDownRelationship(UILinkPoint[] topSide, UILinkPoint[] bottomSide)
static Dictionary< int, UILinkPoint > Points
static void SetPosition(int ID, Vector2 Position)
virtual List< SnapPoint > GetSnapPoints()
Definition UIElement.cs:267

References System.array, System.Collections.Generic.Dictionary< TKey, TValue >.Count, Terraria.GameContent.UI.States.UIWorldCreation.EstablishUpDownRelationship(), Terraria.GameContent.UI.States.UIWorldCreation.GetSnapGroup(), Terraria.UI.UIElement.GetSnapPoints(), Terraria.GameContent.UI.States.UIWorldCreation.LoopHorizontalLineLinks(), Terraria.UI.Gamepad.UILinkPointNavigator.Points, and Terraria.UI.Gamepad.UILinkPointNavigator.SetPosition().

Referenced by Terraria.GameContent.UI.States.UIWorldCreation.Draw().