Esempio n. 1
0
 //* -----------------------------------------------------------------------*
 /// <summary>方向ボタンのベクトルを計算します。</summary>
 ///
 /// <param name="axis">方向ボタンの入力状態。</param>
 /// <param name="flags">方向ボタンの合成されたフラグ。</param>
 public static void createVector(IList <bool> axis, out EDirectionFlags flags)
 {
     if (axis.Count < 4)
     {
         throw new ArgumentOutOfRangeException("axis");
     }
     flags = EDirectionFlags.None;
     for (int i = 4; --i >= 0;)
     {
         if (axis[i])
         {
             flags |= axisFlagsList[i];
         }
     }
 }
Esempio n. 2
0
 //* -----------------------------------------------------------------------*
 /// <summary>方向ボタンのベクトルを計算します。</summary>
 ///
 /// <param name="axis">方向ボタンの入力状態。</param>
 /// <param name="vector">方向ボタンのベクトル。</param>
 /// <param name="flags">方向ボタンの合成されたフラグ。</param>
 public static void createVector(
     IList <SInputState> axis, out Vector2 vector, out EDirectionFlags flags)
 {
     if (axis.Count < 4)
     {
         throw new ArgumentOutOfRangeException("axis");
     }
     vector = Vector2.Zero;
     flags  = EDirectionFlags.None;
     for (int i = 4; --i >= 0;)
     {
         if (axis[i])
         {
             flags  |= axisFlagsList[i];
             vector += axisVectorList[i];
         }
     }
 }
Esempio n. 3
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="block">Block</param>
 /// <param name="directionFlags">Direction flags</param>
 /// <param name="instance">Instance</param>
 public InstantiatedBlock(BlockData block, EDirectionFlags directionFlags, GameObject instance)
 {
     Block          = block;
     DirectionFlags = directionFlags;
     Instance       = instance;
 }
Esempio n. 4
0
 /// <summary>
 /// Constructor
 /// </summary>
 /// <param name="block">Block</param>
 /// <param name="directionFlags">Direction flags</param>
 public BlockChange(BlockData block, EDirectionFlags directionFlags)
 {
     Block          = block;
     DirectionFlags = directionFlags;
 }
        /// <summary>
        /// Draw block field
        /// </summary>
        /// <param name="blockAssetsSerializedProperty">Block assets serialized property</param>
        /// <param name="directionFlags">Direction flags</param>
        private void DrawBlockField(SerializedProperty blockAssetsSerializedProperty, EDirectionFlags directionFlags)
        {
            SerializedProperty block_asset_serialized_property = blockAssetsSerializedProperty.GetArrayElementAtIndex((int)(directionFlags));

            if (block_asset_serialized_property != null)
            {
                EditorGUILayout.PropertyField(block_asset_serialized_property, new GUIContent(directionFlags.ToString()));
            }
        }