Example #1
0
 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
 }
Example #2
0
 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;
 }
Example #3
0
 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;
 }
Example #4
0
 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;
 }
Example #5
0
 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;
     }
 }
Example #6
0
        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;
        }
    }
Example #9
0
        /// <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);
        }
Example #11
0
    //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;
    }
Example #12
0
        /// <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);
                }
            }
        }
    }
Example #14
0
    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);
        }
    }
Example #15
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;
     }
 }
Example #16
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);
 }
Example #18
0
        /// <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);
        }
Example #19
0
    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();
 }
Example #22
0
 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();
 }
Example #23
0
    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);
        }
    }
Example #24
0
    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;
            }
        }
    }
Example #26
0
    // 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);
    }
Example #28
0
        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());
        }
Example #29
0
        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;
            }
        }
Example #30
0
    // 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;
            }
        }
    }
Example #31
0
        /// <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;
            }
        }
Example #33
0
 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);
 }
Example #34
0
 public DoorBase_LockedDownstair(DoorType subtype, Node _node, int _UDLR)
 {
     init_ObjectBase(ObjectBaseType.DOOR, (int)subtype, _node);
     UDLR = _UDLR;
 }
Example #35
0
 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;
 }
Example #36
0
 public ChangeDoor ChangeDoor(DoorSide side, DoorType type)
 {
     return(new ChangeDoor(queue, CurrentScreen, side, type));
 }
Example #37
0
 public ConditionalDoor(Vector2 position, int width, int height, DoorType doorType, string levelPath, int spawnPoint)
     : base(position, width, height, doorType, levelPath, spawnPoint)
 {
     Enabled = false;
 }
Example #38
0
 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;
 }
Example #40
0
 public Doorway(int x, int y, int height, int width, Side SideIn)
     : base(x, y, height, width)
 {
     this.SideIn = SideIn;
     Type        = DoorType.TwoWay;
 }
Example #41
0
 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;
 }