public void Copy(FixedTilePattern source) { this.topMargin = source.roffset; this.leftMargin = source.coffset; this.bottomMargin = source.rendoffset; this.rightMargin = source.cendoffset; this.verticalStep = source.spacing; this.horizontalStep = source.repeat; // don't copy tiles since they were not computed yet }
public void Copy(FixedTilePattern source) { this.roffset = source.roffset; this.coffset = source.coffset; this.rendoffset = source.rendoffset; this.cendoffset = source.cendoffset; this.spacing = source.spacing; this.repeat = source.repeat; // dont copy tiles since they were not computed yet }
public void Copy(LevelData source) { this.nbRows = source.nbRows; this.nbColumns = source.nbColumns; this.topLeftColor = source.topLeftColor; this.topRightColor = source.topRightColor; this.bottomRightColor = source.bottomRightColor; this.bottomLeftColor = source.bottomLeftColor; // shallow copy !!!! // WARNING must be edited when making changes to the level data structure foreach (string move in source.moves) { this.moves.Add(move); } foreach (FixedTilePattern pattern in source.fixedTiles) { FixedTilePattern newPattern = gameObject.AddComponent <FixedTilePattern>(); // FixedTilePattern newPattern = new FixedTilePattern(); this.fixedTiles.Add(newPattern); newPattern.Copy(pattern); } }