Esempio n. 1
0
 public int GetRank()
 {
     if (wallRank == 0)
     {
         wallRank = GlobalRegistry.GetWallRank();
     }
     return(wallRank);
 }
Esempio n. 2
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 void Start()
 {
     myRenderer.sortingOrder = (int)((transform.position.y - myRenderer.bounds.extents.y) * GlobalRegistry.SORTING_Y_MULTIPLIER());
     //Populate Polygon Mesh
     //Call GlobalRegistry for rank of this wall
     //It's possible rank 1 has already called getEntries on this wall, so make sure walLRank hasn't been set yet
     if (wallRank == 0)
     {
         wallRank = GlobalRegistry.GetWallRank();
     }
     if (wallRank == 1)
     {
         rankOne = this;
     }
 }
Esempio n. 3
0
    //public void GetEntries(ref Dictionary<Vector2, Vector2> pointDict) {
    public void GetEntries(ref List <Vector3> pointList)
    {
        if (wallRank == 0)
        {
            wallRank = GlobalRegistry.GetWallRank();
        }

        float bottom = myRenderer.bounds.min.y;
        float top    = myRenderer.bounds.max.y;
        float left   = myRenderer.bounds.min.x;
        float right  = myRenderer.bounds.max.x;

        /*pointDict.Add(new Vector2(left, top), new Vector2(right, top));
         * pointDict.Add(new Vector2(right, top), new Vector2(right, bottom));
         * pointDict.Add(new Vector2(right, bottom), new Vector2(left, bottom));
         * pointDict.Add(new Vector2(left, bottom), new Vector2(left, top));*/

        //Wall Rank is entered as z so the algorithm will know which wall this point is from
        pointList.Add(new Vector3(left, top, wallRank));
        pointList.Add(new Vector3(right, top, wallRank));
        pointList.Add(new Vector3(right, bottom, wallRank));
        pointList.Add(new Vector3(left, bottom, wallRank));
    }