Example #1
0
    /// Is this position and surrounding area completely clear of solid objects except for provided one?
    public bool IsFloatingAt(GameObject[] context, Vector3Int position, bool isServer)
    {
        foreach (Vector3Int pos in position.BoundsAround().allPositionsWithin)
        {
            if (!MetaTileMap.IsEmptyAt(context, pos, isServer))
            {
                return(false);
            }
        }

        return(true);
    }
Example #2
0
    /// Is this position and surrounding area completely clear of solid objects?
    public bool IsFloatingAt(Vector3Int position)
    {
        foreach (Vector3Int pos in position.BoundsAround().allPositionsWithin)
        {
            if (!metaTileMap.IsEmptyAt(pos))
            {
                return(false);
            }
        }

        return(true);
    }
Example #3
0
    /// Should player NOT stick to the station at this position?
    public bool IsNonStickyAt(Vector3Int position, bool isServer)
    {
        foreach (Vector3Int pos in position.BoundsAround().allPositionsWithin)
        {
            if (!MetaTileMap.IsNoGravityAt(pos, isServer))
            {
                return(false);
            }
        }

        return(true);
    }
Example #4
0
    /// <summary>
    /// Gets the interactable tiles for the matrix at the indicated world position. Unless there's only space!
    /// in that case tries to fetch an adjacent matrix, in the case of none, it returns the space matrix
    /// </summary>
    public static Matrix TryGetNonSpaceMatrix(Vector3Int worldPos, bool isServer)
    {
        var matrixInfo = MatrixManager.AtPoint(worldPos, isServer);

        if (matrixInfo.Matrix.IsSpaceMatrix == false)
        {
            return(matrixInfo.Matrix);
        }

        //This is just space! Lets try getting an adjacent matrix
        foreach (var pos in worldPos.BoundsAround().allPositionsWithin)
        {
            matrixInfo = MatrixManager.AtPoint(pos, isServer);
            if (matrixInfo.Matrix.IsSpaceMatrix == false)
            {
                return(matrixInfo.Matrix);
            }
        }

        //we're in space and theres nothing but space all around us, we tried.
        return(MatrixManager.Instance.spaceMatrix);
    }