public TileOrientation.sTileOrientation GetRotated(TileOrientation.sTileOrientation Orientation) { TileOrientation.sTileOrientation orientation2; orientation2.SwitchedAxes = this.SwitchedAxes ^ Orientation.SwitchedAxes; if (Orientation.SwitchedAxes) { if (Orientation.ResultXFlip) { orientation2.ResultXFlip = !this.ResultYFlip; } else { orientation2.ResultXFlip = this.ResultYFlip; } if (Orientation.ResultYFlip) { orientation2.ResultYFlip = !this.ResultXFlip; return orientation2; } orientation2.ResultYFlip = this.ResultXFlip; return orientation2; } if (Orientation.ResultXFlip) { orientation2.ResultXFlip = !this.ResultXFlip; } else { orientation2.ResultXFlip = this.ResultXFlip; } if (Orientation.ResultYFlip) { orientation2.ResultYFlip = !this.ResultYFlip; return orientation2; } orientation2.ResultYFlip = this.ResultYFlip; return orientation2; }
public void Tile_Add(int TileNum, TileOrientation.sTileDirection TileOutwardOrientation, uint Chance) { this.Tiles = (sTileOrientationChance[]) Utils.CopyArray((Array) this.Tiles, new sTileOrientationChance[this.TileCount + 1]); this.Tiles[this.TileCount].TextureNum = TileNum; this.Tiles[this.TileCount].Direction = TileOutwardOrientation; this.Tiles[this.TileCount].Chance = Chance; this.TileCount++; this.TileChanceTotal += (int) Chance; }
public TileOrientation.sTileDirection GetRotated(TileOrientation.sTileOrientation Orientation) { TileOrientation.sTileDirection direction2; if (Orientation.SwitchedAxes) { if (Orientation.ResultXFlip) { direction2.X = (byte) (2 - this.Y); } else { direction2.X = this.Y; } if (Orientation.ResultYFlip) { direction2.Y = (byte) (2 - this.X); return direction2; } direction2.Y = this.X; return direction2; } if (Orientation.ResultXFlip) { direction2.X = (byte) (2 - this.X); } else { direction2.X = this.X; } if (Orientation.ResultYFlip) { direction2.Y = (byte) (2 - this.Y); return direction2; } direction2.Y = this.Y; return direction2; }