public float OnPipeExit(Ray posDir, float amount) { var existingBlock = World.GetBlock(posDir.FirstPos) as EmptyBlock; if (existingBlock != null) { var target = World.FindPyramidPos(posDir.FirstPos); World.SetBlock(this.OriginType, target); return(1); } return(0); }
public int OnPipeExit(Ray posDir, int amount) { // need a pyramid check, but for now just do down var existingBlock = World.GetBlock(posDir.FirstPos) as EmptyBlock; if (existingBlock != null) { var target = World.FindPyramidPos(posDir.FirstPos); World.SetBlock(this.OriginType, target); return(1); } return(0); }