/// <summary> /// Gets the coordinates for the texture acording to its rotation and flip. /// </summary> /// <remarks>The return values are stored 0->BottonLeft; 1->BottonRight; 2->TopRight; 3->TopLeft</remarks> /// <param name="tileID">The ID of the texture.</param> /// <param name="rotation">The rotation to aply to the texture.</param> /// <param name="flip">If the Texture must be fliped.</param> /// <param name="position">The position of the texture inside the 64px texture.</param> /// <returns>A array with 4 positions where each position represent one of the vertices od the texture, it will be a square with 24px.</returns> public Vector2[] GetLittleTexture(UInt32 tileID, RotationType rotation, Boolean flip, SquareTexturePosition position) { Vector2[] texture = GetNormalTexture(tileID, rotation, flip); Vector2[] newTexture = new Vector2[4]; switch (position){ case SquareTexturePosition.BottonLeft: newTexture = bottomLeft(texture, rotation, flip); break; } return newTexture; }
/// <summary> /// Gets the coordinates for the texture acording to its rotation and flip. /// </summary> /// <remarks>The return values are stored 0->BottonLeft; 1->BottonRight; 2->TopRight; 3->TopLeft</remarks> /// <param name="tileID">The ID of the texture.</param> /// <param name="rotation">The rotation to aply to the texture.</param> /// <param name="flip">If the Texture must be fliped.</param> /// <param name="position">The position of the texture inside the 64px texture.</param> /// <returns>A array with 4 positions where each position represent one of the vertices od the texture, it will be a square with 24px.</returns> public Vector2[] GetLittleTexture(UInt32 tileID, RotationType rotation, Boolean flip, SquareTexturePosition position) { Vector2[] texture = GetNormalTexture(tileID, rotation, flip); Vector2[] newTexture = new Vector2[4]; switch (position) { case SquareTexturePosition.BottonLeft: newTexture = bottomLeft(texture, rotation, flip); break; } return(newTexture); }