63 lines
2.3 KiB
C#

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