public Door(Texture2D texture, Vector2 openPosition, Vector2 closePosition, OpenState state = OpenState.Closed) : this(texture, closePosition) { if (state == OpenState.Open) position = openPosition; this.openPosition = openPosition; this.closePosition = closePosition; doorType = DoorType.Opening; //hitBox.omitBottom = true; //TODO: Change omit based on direction door is moving }
public Wardrobe(String fancyName, Room room, Material material, Size size, double price, int numberOfShelves, DoorType typeOfDoor, bool mirror, bool builtInLamp) : base(fancyName, room, material, size, price) { this.numberOfShelves = numberOfShelves; this.typeOfDoor = typeOfDoor; this.mirror = mirror; this.builtInLamp = builtInLamp; }
public Door(int p_id, DoorType p_type, string p_mapName) { this.mapName = p_mapName; base.texture = new GameTexture("door.bmp", new Size(0x40, 0x40), TextureDisposePolicy.NeverDispose); this.id = p_id; this.destinationMap = ""; this.rec = new RectangleF(0f, 32f, 32f, 32f); this.SetDoorType(p_type); base.objectClass = ObjectClass.Door; }
public UseDoor(Vector2 position, int width, int height, DoorType doorType, string levelPath, int spawnPoint) { Position = position; Width = width; Height = height; DoorType = doorType; LevelPath = levelPath; SpawnPoint = spawnPoint; Enabled = true; }
public Door(Texture2D texture, Vector2 position, OpenState state = OpenState.Closed) : this(texture, position) { doorType = DoorType.Fading; if (state == OpenState.Open) { alpha = 0; } else { alpha = 255; } }
public TDCDoor(DoorType mDoorType, bool mIsOff, TDGGame mGame, TDCSwitch mSwitchComponent, TDCRecalculateSprites mRecalculateSprites) { _doorType = mDoorType; _game = mGame; _isOff = mIsOff; _switchComponent = mSwitchComponent; _recalculateSpritesComponent = mRecalculateSprites; _switchComponent.OnTurnOff += SetRecalculationNeeded; _switchComponent.OnTurnOn += SetRecalculationNeeded; }
private static async Task <bool> CreateLiftAsync(ILiftsService liftsService) { string userId = "U1"; LiftType liftType = (LiftType)Enum.Parse(typeof(LiftType), "Пътнически"); int numberOfStops = 4; int capacity = 450; DoorType doorType = (DoorType)Enum.Parse(typeof(DoorType), "АВ"); string manufacturerId = "M1"; string productionNumber = "123"; string cityId = "C1"; string address = "A1"; var isCreated = await liftsService.CreateAsync(userId, liftType, numberOfStops, capacity, doorType, manufacturerId, productionNumber, cityId, address); return(isCreated); }
public void Shuffle(List <HackingNodeInfo> list, DoorType type) { int hackSeed = GetHackSeedByDoorType(type); System.Random rng = new System.Random(hackSeed); int n = list.Count; while (n > 1) { n--; int k = rng.Next(n + 1); HackingNodeInfo value = list[k]; list[k] = list[n]; list[n] = value; } }
/// <summary> /// connect two cells together with a certain door type /// </summary> /// <param name="other">the other cell to be connect with</param> /// <param name="type">the type of door connection</param> /// <param name="bothWays">connect both cells</param> public void ConnectCells(Cell other, DoorType doorType, bool bothWays = true) { var dirX = x - other.x; var dirY = y - other.y; DoorType applyType = doorType; if (bothWays) { applyType = DoorType.Open; } doorTypes[getDoorIndex(dirX, dirY)] = applyType; if (bothWays) { other.ConnectCells(this, doorType, false); } }
public void GetDoorTypeByIdReturnsOkAndDoorTypeWhenEverythingIsCorrect() { var doorType = new DoorType(); _doorTypeRepositoryMock.Setup(m => m.GetById(It.IsAny <int>())) .Returns(doorType); _mapperMock.Setup(m => m.Map <DoorTypeReturnModel>(It.IsAny <DoorType>())) .Returns(new DoorTypeReturnModel()); var result = _sut.GetEntityById(0) as OkObjectResult; Assert.That(result, Is.Not.Null); var value = result.Value as DoorTypeReturnModel; Assert.That(value, Is.Not.Null); _doorTypeRepositoryMock.Verify(m => m.GetById(It.IsAny <int>()), Times.Once); }
//IEnumerator DoorState2(bool open) //{ // float timer = 0; // Vector3 ori = open ? _startPos : _endPos; // Vector3 tar = open ? _endPos : _startPos; // while (timer<= Duration) // { // float t = timer / Duration; // transform.position = Vector3.Lerp(ori, tar, aniCurve.Evaluate(t)); // timer += Time.deltaTime; // yield return null; // } //} #endregion IEnumerator DoorState(DoorType newTYPE) { doorType = DoorType.Animation; float timer = 0; //起始点 《====》 结束点 Vector3 startPos = (newTYPE == DoorType.Open) ? _endPos : _startPos; Vector3 endPos = (newTYPE == DoorType.Open) ? _startPos : _endPos; while (timer <= Duration) { float t = timer / Duration; transform.position = Vector3.Lerp(startPos, endPos, aniCurve.Evaluate(t)); timer += Time.deltaTime; yield return(null); } doorType = newTYPE; }
/// <summary> /// 返回单个图片路径 /// </summary> /// <param name="type"></param> /// <returns></returns> public static String GetImagePath(DoorType type) { switch (type) { case DoorType.黄门: return("/res/icons/background/8.png"); case DoorType.蓝门: return("/res/icons/background/9.png"); case DoorType.红门: return("/res/icons/background/10.png"); case DoorType.铁门: return("/res/icons/background/11.png"); } return(null); }
private void SetSimState(bool is_door_open, IList <int> cells) { PrimaryElement component = GetComponent <PrimaryElement>(); float num = component.Mass / (float)cells.Count; for (int i = 0; i < cells.Count; i++) { int num2 = cells[i]; DoorType doorType = this.doorType; if (doorType == DoorType.Pressure || doorType == DoorType.Sealed || doorType == DoorType.ManualPressure) { World.Instance.groundRenderer.MarkDirty(num2); if (is_door_open) { SimMessages.Dig(num2, Game.Instance.callbackManager.Add(new Game.CallbackInfo(OnSimDoorOpened, false)).index); if (ShouldBlockFallingSand) { SimMessages.ClearCellProperties(num2, 4); } else { SimMessages.SetCellProperties(num2, 4); } } else { HandleVector <Game.CallbackInfo> .Handle handle = Game.Instance.callbackManager.Add(new Game.CallbackInfo(OnSimDoorClosed, false)); float temperature = component.Temperature; if (temperature <= 0f) { temperature = component.Temperature; } int gameCell = num2; SimHashes elementID = component.ElementID; CellElementEvent doorClose = CellEventLogger.Instance.DoorClose; float mass = num; float temperature2 = temperature; int index = handle.index; SimMessages.ReplaceAndDisplaceElement(gameCell, elementID, doorClose, mass, temperature2, byte.MaxValue, 0, index); SimMessages.SetCellProperties(num2, 4); } } } }
public void SwitchDoors(DoorType type) { if (type == DoorType.EXIT) { //entryDoor.GetComponentInChildren<Animator>().SetTrigger("Cancel"); entryDoor.transform.position = exitDoor.transform.position; exitDoor.transform.position = tempDoor.transform.position; tempDoor.transform.position = new Vector3(0, 50, 0); } else if (type == DoorType.ENTRANCE) { //exitDoor.GetComponentInChildren<Animator>().SetTrigger("Cancel"); exitDoor.transform.position = entryDoor.transform.position; entryDoor.transform.position = tempDoor.transform.position; tempDoor.transform.position = new Vector3(0, 50, 0); } }
public Door(DoorType type) { // Based on Standard Uk Door sizes if (type == DoorType.Single) { Height = 2.0; Length = 0.7; } else if (type == DoorType.Double) { Height = 2.0; Length = 1.2; } else { Height = 2.1; Length = 3.0; } }
void Start() { player = PlayerSingleton.Instance.player; levelGenerator = LevelGeneratorSingleton.Instance.levelGenerator; switch (this.gameObject.tag) { case "north": yoff = 1; xoff = 0; direction = Direction.North; break; case "south": yoff = -1; xoff = 0; direction = Direction.South; break; case "east": yoff = 0; xoff = 1; direction = Direction.East; break; case "west": yoff = 0; xoff = -1; direction = Direction.West; break; default: break; } doorType = levelGenerator.GetDoorType(xoff, yoff); // Rotate sprite if North/South if (direction == Direction.North || direction == Direction.South) { spriteRenderer.transform.Rotate(Vector3.forward, 90, Space.World); } }
private void AddQue(GameObject que, DoorType orientation, int playerNum) { if (displayedQues.ContainsKey(playerNum)) { if (displayedQues[playerNum].orientation == orientation) { return; } Destroy(displayedQues[playerNum].que); displayedQues[playerNum] = new QueNode(que, orientation); } else { displayedQues.Add(playerNum, new QueNode(que, orientation)); } que.transform.position = new Vector3( transform.position.x + xOffset, transform.position.y + yOffset, transform.position.z + zOffset); }
/// <summary> /// 返回四张图片路径,形成动画 /// </summary> /// <param name="ftype">何种类型的门</param> /// <returns></returns> public String[] GetImagePaths(DoorType type) { switch (type) { //case door_type.商店中: // return new string[] { "/res/icons/background/29.png", "/res/icons/background/31.png", "/res/icons/background/29.png", "/res/icons/background/31.png" }; case DoorType.黄门: return(new string[] { "/res/icons/background/12.png", "/res/icons/background/16.png", "/res/icons/background/20.png" }); case DoorType.蓝门: return(new string[] { "/res/icons/background/13.png", "/res/icons/background/17.png", "/res/icons/background/21.png" }); case DoorType.红门: return(new string[] { "/res/icons/background/14.png", "/res/icons/background/18.png", "/res/icons/background/22.png" }); case DoorType.铁门: return(new string[] { "/res/icons/background/15.png", "/res/icons/background/19.png", "/res/icons/background/23.png" }); } return(null); }
public GameObject CreateDoor(Cell cell, DoorState state, DoorType type, GameObject doorsLayer = null) { if (doorsLayer == null) { doorsLayer = GameObject.Find("Doors"); } var doorGameObj = GameObject.Instantiate(DoorPrefab); doorGameObj.name = string.Format("Door_{0}_{1}", cell.Position.r, cell.Position.c); doorGameObj.transform.position = cell.WorldPosition; doorGameObj.transform.parent = doorsLayer.transform; var doorController = doorGameObj.GetComponent <DoorController>(); doorController.State = state; doorController.Type = type; return(doorGameObj); }
/// <summary> /// Returns a different hacking seed based on door type to create a set of doors with the same seed /// </summary> private int GetHackSeedByDoorType(DoorType type) { switch (type) { case DoorType.atmos: return((int)seed[1]); case DoorType.command: return((int)seed[2]); case DoorType.engineering: return((int)seed[3]); case DoorType.maintenance: return((int)seed[4]); case DoorType.medical: return((int)seed[5]); case DoorType.mining: return((int)seed[6]); case DoorType.civilian: return((int)seed[7]); case DoorType.research: return((int)seed[8]); case DoorType.science: return((int)seed[9]); case DoorType.security: return((int)seed[10]); case DoorType.virology: return((int)seed[11]); default: return((int)seed[0]); } }
private void Update() { if (Input.GetKeyDown(KeyCode.E) && playerInRange) { if (isOpen) { Close(); } else { if ((thisDoorType == DoorType.locked) && (playerInventory.Key == 3)) { playerInventory.Key -= 3; KeySignal.Raise(); thisDoorType = DoorType.normal; Open(); } else if (thisDoorType == DoorType.normal) { Open(); } } } // Main monster blocking the door // for now player does this else if (Input.GetKeyDown(KeyCode.B) && playerInRange && thisDoorType != DoorType.locked) { cooldownTimer = cooldown; doorSprite.color = Color.red; // if the door open to begin with if (isOpen) { Close(); } if (thisDoorType == DoorType.normal) { thisDoorType = DoorType.blocked; } } BlockedDoorCooldown(); }
public Door(Object p_obj) { type = EntityType.ITEM; tag = "Door"; name = p_obj.name; closeOnEnter = p_obj.properties.CloseOnEnter; tileToOpen = p_obj.properties.TileToOpen; doorType = (DoorType)p_obj.properties.DoorType; doorSide = p_obj.properties.DoorSide; isOpen = false; if (doorType == DoorType.KEY) { canOpen = false; } position = new Vector2(p_obj.x, p_obj.y); size = new Vector2(16f, 16f); state = State.ACTIVE; hitboxSize = new Vector2(16f, 16f); hitboxOffset = new Vector2(0f, 0f); UpdateAABB(); }
protected override void Start() { base.Start(); spriteRenderer = GetComponent <SpriteRenderer>(); closedDoorSprite = spriteRenderer.sprite; rm = GetComponent <RoomMove>(); uniqueID = UnityEngine.SceneManagement.SceneManager.GetActiveScene() + name + transform.position; if (InfoManager.Instance.doors.TryGetValue(uniqueID, out DoorType temp)) { OpenBy = temp; if (OpenBy == DoorType.None) { SetDoorType(DoorType.None); } } else { InfoManager.Instance.doors.Add(uniqueID, OpenBy); } }
public void StreamScene(DoorType type, string sceneName) { bool sceneLoaded = false; for (int i = 0; i < loadedScenes.Count; i++) { if (loadedScenes[i] == sceneName) { sceneLoaded = true; break; } } if (type == DoorType.Load && !sceneLoaded) { StartCoroutine(LoadAsyncAdditive(sceneName)); } else if (type == DoorType.Unload && sceneLoaded) { StartCoroutine(UnloadAysnc(sceneName)); } }
public void BlockedDoorCooldown() { if (cooldownTimer > 0) { cooldownTimer -= Time.deltaTime; } if (cooldownTimer < 0) { cooldownTimer = 0; thisDoorType = DoorType.normal; monsterBrain.blockedDoors--; if (playerInRange) { item.color = Color.green; } else { item.color = Color.white; } } }
// Use this for initialization void Start() { currentHouse = PlayerManager.Instance.houseSelected; door = FindObjectOfType <Door>(); player = FindObjectOfType <Player>(); guitarHeroGame = GetComponent <GuitarHero>(); fightGame = GetComponent <Fight>(); gameUi = FindObjectOfType <GameUi>(); currentPlayerCash = 0; maxImpatience = currentHouse.impatience; impatience = 0; //ADRIEN conv = Resources.Load("Sounds/Conversation" + Random.Range(1, 3)) as AudioClip; switch (currentHouse.doorType) { case House.DoorType.Level1: doorType = Resources.Load("Doors/PoorDoor") as DoorType; break; case House.DoorType.Level2: doorType = Resources.Load("Doors/BasicDoor") as DoorType; break; case House.DoorType.Level3: doorType = Resources.Load("Doors/RichDoor") as DoorType; break; } clientCash = currentHouse.budget; fightGame.minimumFightJauge = doorType.strenght; fightGame.increaseValue = PlayerManager.Instance.currentShoes.resistance; saleState = SaleState.Talk; door.SetTrigger("DoorLose"); guitarHeroGame.StartSale(); }
private void add(DoorType orientation, int playernum) { //don't add a node of the same type twice foreach (QueNode n in displayedQues.Values) { if (n.orientation == orientation) { displayedQues[playernum] = n; return; } } GameObject que; switch (orientation) { default: que = Instantiate(GeneralOpenQue); break; case DoorType.North: que = Instantiate(NorthOpenQue); break; case DoorType.South: que = Instantiate(SouthOpenQue); break; case DoorType.East: que = Instantiate(EastOpenQue); break; case DoorType.West: que = Instantiate(WestOpenQue); break; } AddQue(que, orientation, playernum); }
private static DoorPairing[] FindPossiblePairs(RoomInfo[] listOne, DoorInfo two, bool?onlyConnected = null) { List <DoorPairing> retVal = new List <DoorPairing>(); foreach (RoomInfo outRoom in listOne) { foreach (DoorInfo outDoor in outRoom.doorList) { if (outDoor == two) { continue; } DoorType type = (DoorType)(-(int)outDoor.doorType); if ((onlyConnected == null || (onlyConnected.Value == (two.connectedDoor != null))) && two.doorType == type) { retVal.Add(new DoorPairing(outDoor, two)); } } } return(retVal.ToArray()); }
public DoorType GetDoorTypeById(int Id) { DoorType pDoorType = new DoorType(); string sql = @"[spGetDoorType] '{0}' "; sql = string.Format(sql, Id); try { DataSet ds = new DataSet(); ds = _MB.CreaDS(ds, "DoorType", sql, _CN); if (ds.Tables["DoorType"].Rows.Count > 0) { foreach (DataRow item in ds.Tables["DoorType"].Rows) { pDoorType = new DoorType() { Id = int.Parse(item["Id"].ToString()), Status = new Status() { Id = int.Parse(item["IdStatus"].ToString()), Description = item["DescripStatus"].ToString() }, Description = item["Description"].ToString(), CreationDate = (item["CreationDate"].ToString() != "") ? DateTime.Parse(item["CreationDate"].ToString()) : DateTime.Parse("01/01/1900"), ModificationDate = (item["ModificationDate"].ToString() != "") ? DateTime.Parse(item["ModificationDate"].ToString()) : DateTime.Parse("01/01/1900"), CreatorUser = int.Parse(item["CreatorUser"].ToString()), ModificationUser = int.Parse(item["ModificationUser"].ToString()), }; } } return(pDoorType); } catch (Exception) { throw; } }
// Update is called once per frame protected override void Update() { base.Update(); if (cantEnemigos > 0 && isInCombatRoom) { if (!doOnce) { doorType = DoorType.defaultDoor; animator.SetBool("Close", true); animator.SetBool("Open", false); doOnce = true; } } else { if (doOnce) { doorType = DoorType.automaticDoor; isOpen = false; doOnce = false; } } }
/// <summary> /// Create the "connect" cells to connect "from" cell to "to" cell /// </summary> /// <param name="from">the starting cell</param> /// <param name="to">the end cell</param> /// <param name="maxIterations">the maximum number of trials before failing</param> /// <returns>True if the connection succeeded and False otherwise</returns> public bool makeConnection(Cell from, Cell to, int maxIterations) { List <int[]> points = this.getConnectionPoints(from, to, maxIterations); if (points.Count == 0) { return(false); } foreach (int[] p in points) { if (!this.usedSpaces.ContainsKey(p[0] + "," + p[1])) { Cell currentCell = new Cell(p[0], p[1], CellType.Connection, null); this.usedSpaces.Add(currentCell.getLocationString(), currentCell); } } for (int i = 1; i < points.Count; i++) { int[] p = points[i]; Cell previousCell = this.usedSpaces[points[i - 1][0] + "," + points[i - 1][1]]; Cell currentCell = this.usedSpaces[p[0] + "," + p[1]]; DoorType door = DoorType.Open; if (previousCell.node != null) { if (previousCell.node.type == MissionGraph.NodeType.Lever) { door = DoorType.LeverLock; } } if (currentCell.getDoor(currentCell.x - previousCell.x, currentCell.y - previousCell.y) == 0) { currentCell.connectCells(previousCell, door); } } return(true); }
private void DisassmItem(ItemSeeker seeker) { result.AppendLine(); switch (seeker.ItemType) { case ItemTypeIndex.Nothing: throw new ItemDisassmException("Encountered an unexpected item type when disassembling an item."); case ItemTypeIndex.Enemy: // byte: Enemy code and sprite slot WriteLine(ByteDirective(seeker.ItemTypeByte), "Enemy, sprite slot = " + seeker.SpriteSlot.ToString()); // byte: hard flag (0x80), enemy type WriteLine(ByteDirective(seeker.SubTypeByte), "Enemy type = " + seeker.EnemyTypeIndex + (seeker.EnemyIsHard ? ", hard enemy" : "")); // Byte: screen position WriteLine(ByteDirective(seeker.ScreenPosition.Value), "Screen X = " + seeker.ScreenPosition.X.ToString() + " Y = " + seeker.ScreenPosition.Y.ToString()); break; case ItemTypeIndex.PowerUp: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Power Up"); // byte: Item type WriteLine(ByteDirective(seeker.SubTypeByte), "Type = " + seeker.PowerUpName); // Byte: screen position WriteLine(ByteDirective(seeker.ScreenPosition.Value), "Screen X = " + seeker.ScreenPosition.X.ToString() + " Y = " + seeker.ScreenPosition.Y.ToString()); break; case ItemTypeIndex.Mella: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Mella"); break; case ItemTypeIndex.Elevator: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Elevator"); // byte: Item type WriteLine(ByteDirective(seeker.SubTypeByte), "Type = " + seeker.Destination.ToString()); break; case ItemTypeIndex.Turret: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Turret, type = " + seeker.SpriteSlot.ToString()); // Byte: screen position WriteLine(ByteDirective(seeker.ScreenPosition.Value), "Screen X = " + seeker.ScreenPosition.X.ToString() + " Y = " + seeker.ScreenPosition.Y.ToString()); break; case ItemTypeIndex.MotherBrain: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Mother Brain"); break; case ItemTypeIndex.Zebetite: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Zebetite, index = " + seeker.SpriteSlot.ToString()); break; case ItemTypeIndex.Rinkas: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Rinka " + seeker.SpriteSlot.ToString()); break; case ItemTypeIndex.Door: // byte: Door WriteLine(ByteDirective(seeker.ItemTypeByte), "Doop"); // byte: Door type var doorType = seeker.SubTypeByte; DoorSide side = (DoorSide)(doorType & 0xF0); DoorType type = (DoorType)(doorType & 0x0F); WriteLine(ByteDirective(seeker.SubTypeByte), "Door: " + side.ToString() + " " + type.ToString()); break; case ItemTypeIndex.PalSwap: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Palette Swap"); break; case ItemTypeIndex.Unused_b: case ItemTypeIndex.Unused_c: case ItemTypeIndex.Unused_d: case ItemTypeIndex.Unused_e: case ItemTypeIndex.Unused_f: // byte: Item code WriteLine(ByteDirective(seeker.ItemTypeByte), "Invalid Item Type!"); break; default: throw new ItemDisassmException("Unexpected item type in DisassmItem"); break; } }
public void addWardrobe(String fancyName, Room room, Material material, Size size, double price, int numberOfShelves, DoorType typeOfDoor, bool mirror, bool builtInLamp, int count) { this.addFurniture(new Wardrobe(fancyName, room, material, size, price, numberOfShelves, typeOfDoor, mirror, builtInLamp), count); }
public DoorBase_LockedDownstair(DoorType subtype, Node _node, int _UDLR) { init_ObjectBase(ObjectBaseType.DOOR, (int)subtype, _node); UDLR = _UDLR; }
public void SetDoorType(DoorType p_type) { this.doorType = p_type; if ((this.doorType == DoorType.Shop) || (this.doorType == DoorType.Church)) { this.closedFrame = 3; } if (this.doorType == DoorType.LockedGreen) { this.closedFrame = 4; } if (this.doorType == DoorType.LockedRed) { this.closedFrame = 5; } if (this.doorType == DoorType.StoneLocked) { this.closedFrame = 7; } if (this.IsWalkDoor()) { this.closedFrame = 6; this.rec = new RectangleF(0f, 0f, 64f, 64f); } this.doorFrame = this.closedFrame; }
public ChangeDoor ChangeDoor(DoorSide side, DoorType type) { return(new ChangeDoor(queue, CurrentScreen, side, type)); }
public ConditionalDoor(Vector2 position, int width, int height, DoorType doorType, string levelPath, int spawnPoint) : base(position, width, height, doorType, levelPath, spawnPoint) { Enabled = false; }
public void AddDoor(DoorType type, int ID, int destDoorID, string destMap, bool waterTransition, bool flipped) { Door item = new Door(ID, type, this.mapFilename) { Location = new PointF(this.screenPos.X, this.screenPos.Y), DestinationDoor = destDoorID, DestinationMap = destMap, IsWaterTransition = waterTransition, Flipped = flipped }; this.objects.Add(item); this.doors.Add(item); }
public void OpenByBell() { currentDoorType = DoorType.Normal; }
public Doorway(int x, int y, int height, int width, Side SideIn) : base(x, y, height, width) { this.SideIn = SideIn; Type = DoorType.TwoWay; }
private HelpPageComponent CreatePageComponent(int yPosition, string title, string paragraph, DoorType door) { Door o = new Door(1, door, ""); if (door == DoorType.StoneLocked) { o.DestinationDoor = 50; } HelpPageComponent component = this.CreatePageComponent(yPosition, title, paragraph, o); component.sectionGraphic.Y = yPosition - 0x10; component.sectionGraphic.X = 8f; return component; }