public TreeAppearance(AppearanceType tree = null, MCGameObject obj = null) : base(tree, obj) { appearType = (VFXAppearanceType)tree; currentTexture = null; currentFrame = -1; currentRotation = 0; currentShapeTypeId = ActorStates.STATE_NORMAL; }
public GVAppearance(AppearanceType tree = null, MCGameObject obj = null) : base(tree, obj) { appearType = (GVAppearanceType)tree; currentTexture = null; currentFrame = -1; currentRotation = 0; currentShapeTypeId = GVActorStates.STATE_STOPPED; }
private void InitObjectInfo(MCGameObject obj, MapObjFile.MCObj objData, ObjectType objtype, GameObject go) { obj.partId = objData.ObjId; obj.appearanceId = objtype.AppearanceName; obj.block = objData.Block; obj.vertex = objData.Vertex; obj.OffsetPixelX = objData.pixelOffsetX; obj.OffsetPixelY = objData.pixelOffsetY; obj.position = terrain.MapPositionToWorldCoords(obj.block, obj.vertex, obj.OffsetPixelX, obj.OffsetPixelY); go.name = string.Format("Obj-{0} [OBJ={1} SPR={2}]", obj.Name, obj.partId, obj.appearanceId); go.transform.position = obj.position; }
public Appearance(AppearanceType tree = null, MCGameObject obj = null) { type = tree; }
public ObjectAppearance(AppearanceType tree = null, MCGameObject obj = null) : base(tree, obj) { }