/// <summary> /// This function sets the tile's graphical component /// </summary> /// <param name="tile">The tile type</param> /// <param name="Content">The content manager for loading the art</param> public void setArenaTile(ArenaTiles tile, string type, ContentManager Content) { this.tile = tile; // Load the UV Map and model texture = Content.Load<Texture2D>("Models/" + type + "/UVMap" + (int) tile); model = Content.Load<Model>("Models/tileBase"); }
/// <summary> /// This function returns the direction of the projectile to be fired based on the tile provided. /// </summary> /// <param name="tile">The tile type</param> /// <returns>The fire vector</returns> public static Vector3 getFireDirection(ArenaTiles tile) { Vector3 dir = new Vector3(0, 0, 0); switch(tile) { case ArenaTiles.CORNER_BL: { dir.X = -1; dir.Z = 1; break; } case ArenaTiles.CORNER_BR: { dir.X = 1; dir.Z = 1; break; } case ArenaTiles.CORNER_TL: { dir.X = -1; dir.Z = -1; break; } case ArenaTiles.CORNER_TR: { dir.X = 1; dir.Z = -1; break; } case ArenaTiles.DE_BOTTOM: case ArenaTiles.DE_TOP: case ArenaTiles.STR_VERT: { dir.X = -1; break; } case ArenaTiles.DE_LEFT: case ArenaTiles.DE_RIGHT: case ArenaTiles.STR_HOR: { dir.Z = -1; break; } default: { dir.Y = 1; break; } } return dir; }