public GameObject GetDoor(DoorPos d) { switch (d) { case DoorPos.top: return(topDoor); case DoorPos.bot: return(botDoor); case DoorPos.left: return(leftDoor); case DoorPos.right: return(rightDoor); } return(floor); }
public static Vector2 CalculateDoorCenter(Vector3 roomLoc, DoorPos position) { Vector2 pos = ConvertVector(roomLoc); switch (position) { case DoorPos.TOP: pos += new Vector2(ROOM_WIDTH / 2, WALL_SIZE / 2); break; case DoorPos.BOTTOM: pos += new Vector2(ROOM_WIDTH / 2, ROOM_HEIGHT - WALL_SIZE / 2); break; case DoorPos.LEFT: pos += new Vector2(WALL_SIZE / 2, ROOM_HEIGHT / 2); break; case DoorPos.RIGHT: pos += new Vector2(ROOM_WIDTH - WALL_SIZE / 2, ROOM_HEIGHT / 2); break; } return(pos); }
//A connection with public ConnectionInfo(int leftX, int leftY, int rightX, int rightY, DoorPos doorPos) { LeftX = leftX; LeftY = leftY; RightX = rightX; RightY = rightY; HasDoor = true; DoorPosition = doorPos; }