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feat(editor): zone manifest for client loading, export workflow complete
- Zone manifest (zone.json): generated on export with map name, map ID, tile list, biome, creature flag, and file paths. This is what the wowee client will read to discover and load custom zones. - Export workflow now produces a complete loadable zone package: zone.json + MapName.wdt + MapName_X_Y.adt + creatures.json - ZoneManifest class with save/load (JSON format) - Custom map IDs start at 9000+ to avoid conflicting with retail maps - New Terrain dialog shows helper text for map name format
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6 changed files with 117 additions and 1 deletions
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@ -235,9 +235,11 @@ void EditorUI::renderToolbar(EditorApp& app) {
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}
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void EditorUI::renderNewTerrainDialog(EditorApp& /*app*/) {
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ImGui::SetNextWindowSize(ImVec2(400, 300), ImGuiCond_FirstUseEver);
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ImGui::SetNextWindowSize(ImVec2(400, 320), ImGuiCond_FirstUseEver);
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if (ImGui::Begin("New Terrain", &showNewDialog_)) {
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ImGui::InputText("Map Name", newMapNameBuf_, sizeof(newMapNameBuf_));
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Internal name (no spaces). Used for file paths.");
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ImGui::InputInt("Tile X", &newTileX_);
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ImGui::InputInt("Tile Y", &newTileY_);
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ImGui::SliderFloat("Base Height", &newBaseHeight_, 0.0f, 500.0f);
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