public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction) { WorldTypes.Tile tile = new WorldTypes.Tile(); tile.x = 0; tile.y = 2; return(tile); }
public override Vector2[] FaceUVs(WorldTypes.Direction direction) { Vector2[] UVs = new Vector2[4]; WorldTypes.Tile tilePos = TexturePosition(direction); float tileSizeX = 1.0f; float tileSizeY = 0.25f; UVs[0] = new Vector2(tileSizeX * tilePos.x, (tileSize * tilePos.y) + 0.01f); UVs[1] = new Vector2(tileSizeX * tilePos.x, (tileSizeY * tilePos.y + tileSizeY) - 0.05f); UVs[2] = new Vector2(tileSizeX * tilePos.x + tileSizeX, (tileSizeY * tilePos.y + tileSizeY) - 0.05f); UVs[3] = new Vector2(tileSizeX * tilePos.x + tileSizeX, (tileSize * tilePos.y) + 0.01f); /* UVs[7] = new Vector2(tileSizeX * tilePos.x, * tileSizeY * tilePos.y); * UVs[6] = new Vector2(tileSizeX * tilePos.x, * tileSizeY * tilePos.y + tileSizeY); * UVs[5] = new Vector2(tileSizeX * tilePos.x + tileSizeX, * tileSizeY * tilePos.y + tileSizeY); * UVs[4] = new Vector2(tileSizeX * tilePos.x + tileSizeX, * tileSizeY * tilePos.y); */ return(UVs); }
public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction) { WorldTypes.Tile tile = new WorldTypes.Tile(); tile.x = GetRandom(0, 4.9f); tile.y = 1; return(tile); }
public virtual WorldTypes.Tile TexturePosition(WorldTypes.Direction direction) { WorldTypes.Tile tile = new WorldTypes.Tile(); tile.x = 0; tile.y = 0; return(tile); }
public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction) { WorldTypes.Tile tile = new WorldTypes.Tile(); if (direction == WorldTypes.Direction.up || direction == WorldTypes.Direction.down) { tile.x = GetRandom(0, 3.9f); // tile.x = 0; tile.y = 3; } else { tile.x = GetRandom(1, 2.9f); tile.y = 2; } return(tile); }
public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction) { WorldTypes.Tile tile = new WorldTypes.Tile(); if (direction == WorldTypes.Direction.up || direction == WorldTypes.Direction.down) { // tile.x = 1 - Random.Range(1,3); tile.x = 2; tile.y = 1; } else { tile.x = 1; tile.y = 1; } return(tile); }
public virtual Vector2[] FaceUVs(WorldTypes.Direction direction) { Vector2[] UVs = new Vector2[4]; WorldTypes.Tile tilePos = TexturePosition(direction); float[] tileSize = GetTileSizes(); UVs[0] = new Vector2(tileSize[0] * tilePos.x, (tileSize[1] * tilePos.y) + 0.02f); UVs[1] = new Vector2(tileSize[0] * tilePos.x, (tileSize[1] * tilePos.y + tileSize[1]) - 0.02f); UVs[2] = new Vector2(tileSize[0] * tilePos.x + tileSize[0], (tileSize[1] * tilePos.y + tileSize[1]) - 0.02f); UVs[3] = new Vector2(tileSize[0] * tilePos.x + tileSize[0], (tileSize[1] * tilePos.y) + 0.02f); return(UVs); }