Reworked the hierarchy for level proxies, but also added a tool hierarchy and moved some functionality over to it. Instead of having the level view intercept drags and move them around, they are now passed to the level controller, which in turn passes them to the current tool. The current tool is also given a list of selected objects and some other data, so that it can manipulate things accordingly.
The next step is implementing snap-to-grid, and then functionality for turning the EditableFloor representation into something the BaseLevel can read. Once that is in place, it should be well possible to let the level run inside the editor. Then, adding Pucks to the level should be a breeze, and then I can finally create level geometry and have the game interact with them. That would mean that the editor is doing its job, which is a milestone to look forward to.
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