/// <summary> /// Mark a building corner for the city tile at (<paramref name="x"/>, <paramref name="y"/>). /// </summary> /// <param name="x">Tile x-coordinate.</param> /// <param name="y">Tile y-coordinate.</param> /// <param name="cornerCode">Indicates which corner of the tile is the building corner.</param> public void SetBuildingCorner(int x, int y, Building.CornerCode cornerCode) { /*switch (cornerCode) { case Building.CornerCode.BottomRight: tiles[x, y].HasBuildingCornerBottomRight = true; return; case Building.CornerCode.BottomLeft: tiles[x, y].HasBuildingCornerBottomLeft = true; return; case Building.CornerCode.TopLeft: tiles[x, y].HasBuildingCornerTopLeft = true; return; case Building.CornerCode.TopRight: tiles[x, y].HasBuildingCornerTopRight = true; return; }*/ }
/// <summary> /// Set the building that exists on this tile. /// </summary> /// <param name="buildingCode"></param> public void SetBuilding(Building.BuildingCode buildingCode) { building = new Building(buildingCode); }
/// <summary> /// Set the above-ground structure (<see cref="Building"/>) for the city tile at (<paramref name="x"/>, <paramref name="y"/>). /// </summary> /// <param name="x">Tile x-coordinate.</param> /// <param name="y">Tile y-coordinate.</param> /// <param name="buildingCode"></param> public void SetBuilding(int x, int y, Building.BuildingCode buildingCode) { //tiles[x, y].SetBuilding(buildingCode); }