public static Unity_MapCollisionTypeGraphic GetCollisionTypeGraphic(this R1_TileCollisionType collisionType)
        {
            switch (collisionType)
            {
            case R1_TileCollisionType.None:
                return(Unity_MapCollisionTypeGraphic.None);

            case R1_TileCollisionType.Reactionary:
                return(Unity_MapCollisionTypeGraphic.Reactionary);

            case R1_TileCollisionType.Hill_Steep_Left:
                return(Unity_MapCollisionTypeGraphic.Hill_Steep_Left);

            case R1_TileCollisionType.Hill_Steep_Right:
                return(Unity_MapCollisionTypeGraphic.Hill_Steep_Right);

            case R1_TileCollisionType.Hill_Slight_Left_1:
                return(Unity_MapCollisionTypeGraphic.Hill_Slight_Left_1);

            case R1_TileCollisionType.Hill_Slight_Left_2:
                return(Unity_MapCollisionTypeGraphic.Hill_Slight_Left_2);

            case R1_TileCollisionType.Hill_Slight_Right_2:
                return(Unity_MapCollisionTypeGraphic.Hill_Slight_Right_2);

            case R1_TileCollisionType.Hill_Slight_Right_1:
                return(Unity_MapCollisionTypeGraphic.Hill_Slight_Right_1);

            case R1_TileCollisionType.Damage:
                return(Unity_MapCollisionTypeGraphic.Damage);

            case R1_TileCollisionType.Bounce:
                return(Unity_MapCollisionTypeGraphic.Bounce);

            case R1_TileCollisionType.Water:
                return(Unity_MapCollisionTypeGraphic.Water);

            case R1_TileCollisionType.Exit:
                return(Unity_MapCollisionTypeGraphic.Exit);

            case R1_TileCollisionType.Climb:
                return(Unity_MapCollisionTypeGraphic.Climb);

            case R1_TileCollisionType.WaterNoSplash:
                return(Unity_MapCollisionTypeGraphic.Water_NoSplash);

            case R1_TileCollisionType.Passthrough:
                return(Unity_MapCollisionTypeGraphic.Passthrough);

            case R1_TileCollisionType.Solid:
                return(Unity_MapCollisionTypeGraphic.Solid);

            case R1_TileCollisionType.Seed:
                return(Unity_MapCollisionTypeGraphic.Seed);

            case R1_TileCollisionType.Slippery_Steep_Left:
                return(Unity_MapCollisionTypeGraphic.Slippery_Steep_Left);

            case R1_TileCollisionType.Slippery_Steep_Right:
                return(Unity_MapCollisionTypeGraphic.Slippery_Steep_Right);

            case R1_TileCollisionType.Slippery_Slight_Left_1:
                return(Unity_MapCollisionTypeGraphic.Slippery_Slight_Left_1);

            case R1_TileCollisionType.Slippery_Slight_Left_2:
                return(Unity_MapCollisionTypeGraphic.Slippery_Slight_Left_2);

            case R1_TileCollisionType.Slippery_Slight_Right_2:
                return(Unity_MapCollisionTypeGraphic.Slippery_Slight_Right_2);

            case R1_TileCollisionType.Slippery_Slight_Right_1:
                return(Unity_MapCollisionTypeGraphic.Slippery_Slight_Right_1);

            case R1_TileCollisionType.Spikes:
                return(Unity_MapCollisionTypeGraphic.Spikes);

            case R1_TileCollisionType.Cliff:
                return(Unity_MapCollisionTypeGraphic.Cliff);

            case R1_TileCollisionType.Slippery:
                return(Unity_MapCollisionTypeGraphic.Slippery);

            default:
                return(Unity_MapCollisionTypeGraphic.Unknown0);
            }
        }
Example #2
0
 public void SetCurrentType(int type)
 {
     currentType = (R1_TileCollisionType)type;
 }