// TODO: May need to be re-enabled...hope not, since all blockdata that gets instantiated should get its coordinates too.
        //	public BlockData(Block block) {
        //		this.block = block;
        //		direction = BlockDirection.Z_PLUS;
        //	}

        public OCBlockData(OpenCog.BlockSet.BaseBlockSet.OCBlock block, Vector3i globalPosition)
        {
            this.block    = block;
            this._globalX = globalPosition.x;
            this._globalY = globalPosition.y;
            this._globalZ = globalPosition.z;
            direction     = OCBlockDirection.Z_PLUS;
        }
Ejemplo n.º 2
0
		// TODO: May need to be re-enabled...hope not, since all blockdata that gets instantiated should get its coordinates too.
	//	public BlockData(Block block) {
	//		this.block = block;
	//		direction = BlockDirection.Z_PLUS;
	//	}
	
//		public OCBlockData() 
//		{
//		}
		
		public OCBlockData Init(OpenCog.BlockSet.BaseBlockSet.OCBlock block, Vector3i globalPosition)
		{
			this.block = block;
			this._globalX = globalPosition.x;
			this._globalY = globalPosition.y;
			this._globalZ = globalPosition.z;
			direction = OCBlockDirection.Z_PLUS;
			return this;
		}
Ejemplo n.º 3
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 public void SetDirection(UnityEngine.Vector3 dir)
 {
     if (UnityEngine.Mathf.Abs(dir.z) >= UnityEngine.Mathf.Abs(dir.x))
     {
         // 0 или 180
         if (dir.z >= 0)
         {
             this.direction = OCBlockDirection.Z_PLUS;
         }
         this.direction = OCBlockDirection.Z_MINUS;
     }
     else
     {
         // 90 или 270
         if (dir.x >= 0)
         {
             this.direction = OCBlockDirection.X_PLUS;
         }
         this.direction = OCBlockDirection.X_MINUS;
     }
 }
Ejemplo n.º 4
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		public void SetDirection(OCBlockDirection direction) {
			this.direction = direction;
		}
 public void SetDirection(OCBlockDirection direction)
 {
     this.direction = direction;
 }
Ejemplo n.º 6
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		public void SetDirection(UnityEngine.Vector3 dir)
		{
			if(UnityEngine.Mathf.Abs(dir.z) >= UnityEngine.Mathf.Abs(dir.x))
			{
				// 0 или 180
				if(dir.z >= 0)
				{
					this.direction = OCBlockDirection.Z_PLUS;
				}
				this.direction = OCBlockDirection.Z_MINUS;
			}
			else
			{
				// 90 или 270
				if(dir.x >= 0)
				{
					this.direction = OCBlockDirection.X_PLUS;
				}
				this.direction = OCBlockDirection.X_MINUS;
			}
		}