Esempio n. 1
0
    /// <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);
            }
        }
    }
Esempio n. 2
0
    /// <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);
                }
            }
        }
    }