63 lines
2.3 KiB
C#
63 lines
2.3 KiB
C#
//
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// PMAXAdvancedTextureBlock.cs - represents a Concertroid PMAX advanced texture block
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//
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// Author:
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// Michael Becker <alcexhim@gmail.com>
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//
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// Copyright (c) 2011-2020 Mike Becker's Software
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation, either version 3 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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using System;
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namespace UniversalEditor.ObjectModels.PMAXPatch
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{
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/// <summary>
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/// Represents a Concertroid PMAX advanced texture block.
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/// </summary>
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public class PMAXAdvancedTextureBlock : ICloneable
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{
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public class PMAXAdvancedTextureBlockCollection
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: System.Collections.ObjectModel.Collection<PMAXAdvancedTextureBlock>
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{
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}
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public int MaterialID { get; set; } = 0;
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/// <summary>
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/// Gets a collection of <see cref="PMAXAdvancedTextureBlockImage" /> instances representing the images for the animated texture.
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/// </summary>
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/// <value>The images for the animated texture.</value>
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public PMAXAdvancedTextureBlockImage.PMAXAdvancedTextureBlockImageCollection Images { get; } = new PMAXAdvancedTextureBlockImage.PMAXAdvancedTextureBlockImageCollection();
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public object Clone()
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{
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PMAXAdvancedTextureBlock clone = new PMAXAdvancedTextureBlock();
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foreach (PMAXAdvancedTextureBlockImage image in Images)
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{
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clone.Images.Add(image.Clone() as PMAXAdvancedTextureBlockImage);
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}
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clone.MaterialID = MaterialID;
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return clone;
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}
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/// <summary>
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/// Gets or sets a value indicating whether the texture represented by this
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/// <see cref="PMAXAdvancedTextureBlock"/> is always lit by the ambient light regardless of whether the light
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/// setting is on or off.
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/// </summary>
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/// <value><c>true</c> if always lit; otherwise, <c>false</c>.</value>
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public bool AlwaysLight { get; set; } = false;
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}
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}
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