public CaveWall(Vector2 position, char tile, float width, float height) : base(position) { fillTile = tile; Collider = new Hitbox(width, height); Depth = -13001; Add(cutout = new EffectCutout()); }
public CaveWall(Vector2 position, char tile, float width, float height, bool disableTransitionFading) : base(position) { fillTile = tile; this.disableTransitionFading = disableTransitionFading; Collider = new Hitbox(width, height); Depth = -13001; Add(cutout = new EffectCutout()); }
public override void Awake(Scene scene) { base.Awake(scene); // get some variables from the parent class. DynData <ExitBlock> self = new DynData <ExitBlock>(this); tiles = self.Get <TileGrid>("tiles"); cutout = self.Get <EffectCutout>("cutout"); // hide the block if the flag is initially inactive. if (SceneAs <Level>().Session.GetFlag(flag) == inverted) { cutout.Alpha = tiles.Alpha = 0f; Collidable = false; } }
public CustomizableGlassExitBlock(EntityData data, Vector2 offset) : base(data, offset) { Add(cutout = new EffectCutout()); }