public Wall(Vector2 position, LinkedSpriteType type) { Position = position; Type = type; IsDestructed = false; HasNeighbor = false; Visible = false; }
/// <summary> /// Adds a wall. /// </summary> /// <param name="type">The type.</param> /// <param name="tile">The tile where the wall will be positioned on.</param> public static void AddWall(LinkedSpriteType type, Tile tile) { // If the tile already hasn't an object and if the wall object doesn't already exists if (!_wallObjects.ContainsKey(tile.Position)) { if (tile.Flora == null) // TODO: Add/Check other objects { // Create a new wall object and set it to the tile's position and pass the wall type Wall wall = new Wall(tile.Position, type); // Tile is occupied now tile.IsOccupied = true; // Pass the wall object to the tile tile.Wall = wall; tile.Blueprint = null; tile.Enterability = EnterabilityType.Never; // Add the wall object to the dictionary _wallObjects.Add(tile.Position, wall); ResetGraph(); } } }