I am gonna suggest here two new markers that would awesomely enchant the gameplay and map-making:
Suggestions on how the OnClickTrigger could look like in editor
Basically this trigger could work like the ActivateTrigger, but instead of tracking the player it wouldlisten the mouse input. When the mouse is on this trigger, the Highlight Object would be highlighted.
Examples of CameraMarker in editor
A whole new camera system, based on CameraMarkers.
How would it work then?
The camera component could be sized with the scale of one world unit (commonly pixels) simply by dragging it like AreaTrigger or any other sizeable tile, but smaller units.
World-unit based camera in the editor. Note that the marker symbol stays in the uper left corner.
Scaling based on the normal 8-pixel tiles
Some items defined by the IObjectCameraMarker:
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/// <summary> /// The users who will see the rendering of this camera. Default everyone. /// </summary> IUser Spectators [get, set] /// <summary> /// The size of the area that the camera renders. Scales with one world unit. /// </summary> Point Size; [get, set] /// <summary> /// Is the camera rendering actively? /// </summary> Bool IsActive; [get] [Maybe also set] (if not then Activate()) /// <summary> /// The objects to follow if camera is set dynamic. Default every player. /// </summary> BaseObject ObjectsToFollow; [get, set]
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/// <summary> /// On which place this camera renders on the winodw? Like, left upper quarter, right half, etc.. Can be used to render multiple cameras, like peope could have their own cameras and one big whole-map-camera on the right upper corner. /// </summary> Rectangle WiewportRectangle; [get, set] //A small addition to Game namespace /// <summary> /// Overrides map script calls for methods like Game.SetCameraArea(). Only for extension scripts. Would prevent some Camera bugs in scripted maps. /// </summary> Game.OverrideCameraSettings()
and sorry klipr for making a new topic