public GridIteratorAction(GridReference gridReference, Vector3Reference vector3Reference, IDefaultAction continueAction, Vector3Int reducedIteration) { m_grid = gridReference; m_currentPosition = vector3Reference; m_continue = continueAction; m_reducedIteration = reducedIteration; }
public MarchingSquareIteratorAction(Vector3Reference pos, IntReference idxOffset, IntReference iteratorIdx, Vector3Reference cornerPos, IDefaultAction action) { m_pos = pos; m_idxOffset = idxOffset; m_iteratorIdx = iteratorIdx; m_cornerPos = cornerPos; m_continue = action; }
public override IBaseAction CreateAction(IContext ctx) { var grid = new GridReference(ctx, m_grid); var currentPos = new Vector3Reference(ctx, m_currentPosition); var actions = new IDefaultAction[m_tileActions.Length]; for (var i = 0; i < m_tileActions.Length; i++) { actions[i] = (IDefaultAction)m_tileActions[i].CreateAction(ctx); } return(new TileTypeSwitchAction(m_sourceConfig, m_tileConfig.Result, grid, currentPos, actions)); }
public TileTypeIteratorAction(TilesSetListConfig sourceConfig, ITileConfig iterateOnTileConfig, TileTypeIdentifier[] filter, GridReference grid, Vector3Reference currentPos, TilesSetFilterReference tilesSetFilter, IDefaultAction continueAction) { m_sourceConfig = sourceConfig; m_iterateOnTileConfig = iterateOnTileConfig; m_filter = filter; m_grid = grid; m_currentPos = currentPos; m_tilesSetFilter = tilesSetFilter; m_continueAction = continueAction; }
public TileTypeCheckAction(TilesSetListConfig sourceConfig, TileTypeIdentifier identifier, GridReference grid, Vector3Reference currentPos, IDefaultAction trueAction, IDefaultAction falseAction) { var iterationSet = sourceConfig.GetSet(identifier.Config.Result); m_filter = new TilesSetFilter() { Data = iterationSet, FilterIdx = identifier.TileIdx }; m_grid = grid; m_currentPos = currentPos; m_trueAction = trueAction; m_falseAction = falseAction; }
public MeshSetIteratorAction(MeshSetReference meshSet, ObjectReference mesh, IDefaultAction continueAction) { m_meshSet = meshSet; m_mesh = mesh; m_continue = continueAction; }