Example #1
0
        protected Block()
        {
            Left   = new BlockFaceEdge();
            Right  = new BlockFaceEdge();
            Top    = new BlockFaceEdge();
            Bottom = new BlockFaceEdge();
            Lid    = new BlockFaceLid();

            Coors = new List <VertexPositionNormalTexture>();
            IndexBufferCollection = new List <int>();
        }
Example #2
0
 protected Block(BlockStructure blockStructure, Vector3 pos)
 {
     BlockStructure = blockStructure;
     Left = new BlockFaceEdge(blockStructure.Left);
     Right = new BlockFaceEdge(blockStructure.Right);
     Top = new BlockFaceEdge(blockStructure.Top);
     Bottom = new BlockFaceEdge(blockStructure.Bottom);
     Lid = new BlockFaceLid(blockStructure.Lid);
     Arrows = (RoadTrafficType) blockStructure.Arrows;
     ParseSlope(blockStructure.SlopeType);
     Position = pos;
     Coors = new List<VertexPositionNormalTexture>();
     IndexBufferCollection = new List<int>();
     Left.FixTileWallCollision();
     Right.FixTileWallCollision();
     Top.FixTileWallCollision();
     Bottom.FixTileWallCollision();
 }
Example #3
0
 protected Block(BlockStructure blockStructure, Vector3 pos)
 {
     BlockStructure = blockStructure;
     Left           = new BlockFaceEdge(blockStructure.Left);
     Right          = new BlockFaceEdge(blockStructure.Right);
     Top            = new BlockFaceEdge(blockStructure.Top);
     Bottom         = new BlockFaceEdge(blockStructure.Bottom);
     Lid            = new BlockFaceLid(blockStructure.Lid);
     Arrows         = (RoadTrafficType)blockStructure.Arrows;
     ParseSlope(blockStructure.SlopeType);
     Position = pos;
     Coors    = new List <VertexPositionNormalTexture>();
     IndexBufferCollection = new List <int>();
     Left.FixTileWallCollision();
     Right.FixTileWallCollision();
     Top.FixTileWallCollision();
     Bottom.FixTileWallCollision();
 }
Example #4
0
        protected Block()
        {
            Left = new BlockFaceEdge();
            Right = new BlockFaceEdge();
            Top = new BlockFaceEdge();
            Bottom = new BlockFaceEdge();
            Lid = new BlockFaceLid();

            Coors = new List<VertexPositionNormalTexture>();
            IndexBufferCollection = new List<int>();
        }