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); } }
public void SetCurrentType(int type) { currentType = (R1_TileCollisionType)type; }