Esempio n. 1
0
 /// <summary>
 /// Gets a string representation of this object.
 /// </summary>
 /// <returns>T string representation of this object.</returns>
 public override string ToString()
 {
     return("Enemy:" +
            " Type=" + EnemyType.ToString("x") +
            (Respawn ? "Respawns " : "") +
            " Palette=" + DifficultByteValue.ToString() +
            " Slot=" + SpriteSlot.ToString() +
            " ScreenPos=" + this.X.ToString() + "," + this.Y.ToString());
 }
Esempio n. 2
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        public static Sprite SpellSprite(this AIHeroClient hero, SpriteSlot spr)
        {
            var Notready = hero.IsOnCoolDown(spr.Slot) || !hero.Spellbook.GetSpell(spr.Slot).IsLearned;

            return(Notready ? spr.NotReadySprite : spr.ReadySprite);
        }
Esempio n. 3
0
    //Ich denke die Funktion wird aufgerufen, wenn das Tile sich selbst auf die Tilemap zeichnet
    public override void GetTileData(Vector3Int position, ITilemap tilemap, ref TileData tileData)
    {
        //Probably so that no exception is produced
        //Acid Tile has less than WallTile
        if (spriteSlots.Length < 9)
        {
            return;
        }
        int mask = (HasNeighbour(position + Vector3Int.up, tilemap) ? 1 : 0)
                   + (HasNeighbour(position + Vector3Int.right, tilemap) ? 2 : 0)
                   + (HasNeighbour(position + Vector3Int.down, tilemap) ? 4 : 0)
                   + (HasNeighbour(position + Vector3Int.left, tilemap) ? 8 : 0);

        if (specialvals.Contains(mask))
        {
            int tmpI = mask;
            tmpI += (HasNeighbour(position + Vector3Int.left + Vector3Int.up, tilemap) ? 100 : 0);
            tmpI += (HasNeighbour(position + Vector3Int.left + Vector3Int.down, tilemap) ? 5000 : 0);
            tmpI += (HasNeighbour(position + Vector3Int.right + Vector3Int.down, tilemap) ? 1000 : 0);
            tmpI += (HasNeighbour(position + Vector3Int.right + Vector3Int.up, tilemap) ? 3000 : 0);
            if (specialvalsCalc.Contains(tmpI))
            {
                mask = tmpI;
            }
        }

        //ChangeYT
        //Standard if no sprites around
        SpriteSlot slot = spriteSlots[11];

        switch (mask)
        {
        //YT New
        case  1: slot = spriteSlots[11]; break;

        case  4: slot = spriteSlots[1]; break;

        case  5: slot = spriteSlots[6]; break;

        case  3: slot = spriteSlots[10]; break;

        case  6: slot = spriteSlots[0]; break;

        case  7: slot = spriteSlots[5]; break;

        case  9: slot = spriteSlots[12]; break;

        //left and right
        case 10:  slot = spriteSlots[6]; break;

        case 11:  slot = spriteSlots[11]; break;

        case 12: slot = spriteSlots[2]; break;

        case 13: slot = spriteSlots[7]; break;

        case 14: slot = spriteSlots[1]; break;

        case 15: slot = spriteSlots[6]; break;

        case 115: slot = spriteSlots[9]; break;

        case 1015: slot = spriteSlots[3]; break;

        case 1115: slot = spriteSlots[4]; break;

        case 5015: slot = spriteSlots[4]; break;

        case 4115: slot = spriteSlots[4]; break;

        case 5115: slot = spriteSlots[7]; break;

        case 6015: slot = spriteSlots[6]; break;

        case 3115: slot = spriteSlots[6]; break;

        case 3013: slot = spriteSlots[8]; break;

        case 3113: slot = spriteSlots[8]; break;

        case 3007: slot = spriteSlots[9]; break;

        case 3015: slot = spriteSlots[6]; break;

        case 4002: slot = spriteSlots[5]; break;

        case 5014: slot = spriteSlots[2]; break;

        case 5108: slot = spriteSlots[7]; break;

        case 6100: slot = spriteSlots[8]; break;

        case 6115: slot = spriteSlots[8]; break;

        case 8115: slot = spriteSlots[3]; break;

        case 9015: slot = spriteSlots[9]; break;
        }


        //Slot kann bis zu vier Sprites vorhalten für Random Auswahl
        tileData.sprite = slot.sprites[0].sprite;
        tileData.flags  = TileFlags.LockAll;
        //YT
        //Addition to Acid Brush
        tileData.colliderType = mask != 15 ? Tile.ColliderType.Grid : Tile.ColliderType.None;
    }