/// <summary> /// /// Applies the Sink decoration on the tiles about to get sunk /// /// </summary> /// <param name="numRow"> The row to apply the decoration to</param> public void ApplySinkShader(int numRow) { for (int i = 0; i < BoardDimensions.x; i++) { Point sinkingPoint = new Point(numRow + 1, 0, i); if (LocalTileCollection.ContainsKey(sinkingPoint)) { LocalTileCollection[sinkingPoint]?.Decorator.ApplyMaterialState(TileMaterials.SINK); LocalTileCollection[sinkingPoint].SwitchDescription(DescriptionTypes.RAPTURE); } } }
/// <summary> /// /// *** DEPRICATED / ICEBOXED*** /// /// Applies the raise shader to the given row. /// /// </summary> /// <param name="numRow">the row to apply the shader to.</param> public void ApplyRaiseShader(int numRow) { for (int i = 0; i < BoardDimensions.x; i++) { Point[] raisedPoints = new Point[2]; raisedPoints[0] = new Point(numRow + 1, 0, i); raisedPoints[1] = new Point(numRow + 2, 0, i); foreach (Point raisingPoint in raisedPoints) { if (LocalTileCollection.ContainsKey(raisingPoint)) { LocalTileCollection[raisingPoint].Decorator.ApplyMaterialState(TileMaterials.RAISE); } } } }