public static GetDropBehavior ( int dropType ) : PropFunc | ||
dropType | int | |
return | PropFunc |
/// <summary> /// Creates new prop, based on prop data. /// </summary> /// <param name="propData"></param> /// <param name="regionId"></param> /// <param name="regionName"></param> /// <param name="areaName"></param> public Prop(PropData propData, int regionId, string regionName, string areaName) : this(propData.EntityId, propData.Id, regionId, (int)propData.X, (int)propData.Y, propData.Direction, propData.Scale, 0, "", "", "") { // Set full name this.GlobalName = string.Format("{0}/{1}/{2}", regionName, areaName, propData.Name); // Save parameters for use by dungeons this.Parameters = propData.Parameters.ToList(); // Add drop behaviour if drop type exists var dropType = propData.GetDropType(); if (dropType != -1) this.Behavior = Prop.GetDropBehavior(dropType); // Replace default shapes with the ones loaded from region. // (Is this really necessary?) this.State = propData.State; this.Shapes.Clear(); this.Shapes.AddRange(propData.Shapes.Select(a => a.GetPoints(0, 0, 0))); }