/// <summary>
 /// [GET] The collision shape on the specified (set of) layer(s).
 /// </summary>
 /// <param name="layerMask"></param>
 /// <returns></returns>
 public TileCollisionShape this[TileCollisionLayer layerMask]
 {
     get
     {
         TileCollisionShape result = TileCollisionShape.Free;
         if ((layerMask & TileCollisionLayer.Layer0) != TileCollisionLayer.None) result |= this.Layer0;
         if ((layerMask & TileCollisionLayer.Layer1) != TileCollisionLayer.None) result |= this.Layer1;
         if ((layerMask & TileCollisionLayer.Layer2) != TileCollisionLayer.None) result |= this.Layer2;
         if ((layerMask & TileCollisionLayer.Layer3) != TileCollisionLayer.None) result |= this.Layer3;
         return result;
     }
 }
Exemple #2
0
 /// <summary>
 /// [GET] The collision shape on the specified (set of) layer(s).
 /// </summary>
 /// <param name="layerMask"></param>
 /// <returns></returns>
 public                     TileCollisionShape this[TileCollisionLayer layerMask]
 {
     get
     {
         TileCollisionShape result = TileCollisionShape.Free;
         if ((layerMask & TileCollisionLayer.Layer0) != TileCollisionLayer.None)
         {
             result |= this.Layer0;
         }
         if ((layerMask & TileCollisionLayer.Layer1) != TileCollisionLayer.None)
         {
             result |= this.Layer1;
         }
         if ((layerMask & TileCollisionLayer.Layer2) != TileCollisionLayer.None)
         {
             result |= this.Layer2;
         }
         if ((layerMask & TileCollisionLayer.Layer3) != TileCollisionLayer.None)
         {
             result |= this.Layer3;
         }
         return(result);
     }
 }
Exemple #3
0
 /// <summary>
 /// Creates a new Path finder for the specified stragic layer.
 /// Sets the step limit to 140 steps by default, which is only suitable for
 /// relatively short paths (depending on the grid size).
 /// </summary>
 /// <param name="layer">A strategic layer</param>
 /// <param name="collisionLayer">A collision layer</param>
 public TilePathFinder(TileLayer layer, TileCollisionLayer collisionLayer)
     : this(layer, collisionLayer, 140)
 {
 }
Exemple #4
0
 /// <summary>
 /// Creates a new Path finder for the specified stragic map.
 /// </summary>
 /// <param name="layer">A strategic layer</param>
 /// <param name="collisionLayer">A collision layer</param>
 /// <param name="stepLimit">Maximum number of steps to find a path</param>
 public TilePathFinder(TileLayer layer, TileCollisionLayer collisionLayer, int stepLimit)
 {
     mLayer          = layer;
     mCollisionLayer = collisionLayer;
     mStepLimit      = stepLimit;
 }
Exemple #5
0
		/// <summary>
		/// Creates a new Path finder for the specified stragic layer.
		/// Sets the step limit to 140 steps by default, which is only suitable for
		/// relatively short paths (depending on the grid size).
		/// </summary>
		/// <param name="layer">A strategic layer</param>
		/// <param name="collisionLayer">A collision layer</param>
		public TilePathFinder(TileLayer layer, TileCollisionLayer collisionLayer)
			: this(layer, collisionLayer, 140) {
		}
Exemple #6
0
		/// <summary>
		/// Creates a new Path finder for the specified stragic map.
		/// </summary>
		/// <param name="layer">A strategic layer</param>
		/// <param name="collisionLayer">A collision layer</param>
		/// <param name="stepLimit">Maximum number of steps to find a path</param>
		public TilePathFinder(TileLayer layer, TileCollisionLayer collisionLayer, int stepLimit) {
			mLayer = layer;
			mCollisionLayer = collisionLayer;
			mStepLimit = stepLimit;
		}