Beispiel #1
0
 public void copyFrom(ShrineGrid shrine)
 {
     debug          = shrine.debug;
     isDone         = shrine.isDone;
     size           = shrine.size;
     resolution     = shrine.resolution;
     minSolItems    = shrine.minSolItems;
     maxSolItems    = shrine.maxSolItems;
     mural          = shrine.mural;
     glow           = shrine.glow;
     vertexPillar   = shrine.vertexPillar;
     curState       = shrine.curState;
     targetState    = shrine.targetState;
     validObjects   = shrine.validObjects;
     notTerrain     = shrine.notTerrain;
     glowLayer      = shrine.glowLayer;
     glowGrid       = shrine.glowGrid;
     saved_position = shrine.saved_position;
     saved_rotation = shrine.saved_rotation;
     saved_scale    = shrine.saved_scale;
 }
Beispiel #2
0
    public void loadShrines(int x, int y)
    {
        Vector2 key = new Vector2(x, y);

        if (shrines.ContainsKey(key))
        {
            List <ShrineGrid> shrines_in_chunk = shrines[key];

            for (int i = shrines_in_chunk.Count - 1; i >= 0; i--)
            {
                ShrineGrid shrine     = shrines_in_chunk[i];
                GameObject new_shrine = Instantiate(prefab, shrine.saved_position, shrine.saved_rotation) as GameObject;
                new_shrine.GetComponent <ShrineGrid>().copyFrom(shrine);
                shrines[key].Remove(shrine);
            }
        }
        else
        {
            placeShrine(gen_manager.chunkToWorld(key), key);
        }
    }
Beispiel #3
0
	public void copyFrom(ShrineGrid shrine)
	{
		debug = shrine.debug;
		isDone = shrine.isDone;
		size = shrine.size;
		resolution = shrine.resolution;
		minSolItems = shrine.minSolItems;
		maxSolItems = shrine.maxSolItems;
		mural = shrine.mural;
		glow = shrine.glow;
		vertexPillar = shrine.vertexPillar;
		curState = shrine.curState;
		targetState = shrine.targetState;
		validObjects = shrine.validObjects;
		notTerrain = shrine.notTerrain;
		glowLayer = shrine.glowLayer;
		glowGrid = shrine.glowGrid;
		saved_position = shrine.saved_position;
		saved_rotation = shrine.saved_rotation;
		saved_scale = shrine.saved_scale;
	}