コード例 #1
0
    static int ToString(IntPtr L)
    {
        try
        {
            int count = LuaDLL.lua_gettop(L);

            if (count == 1 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Vector2)))
            {
                UnityEngine.Vector2 obj = (UnityEngine.Vector2)ToLua.ToObject(L, 1);
                string o = obj.ToString();
                LuaDLL.lua_pushstring(L, o);
                return(1);
            }
            else if (count == 2 && TypeChecker.CheckTypes(L, 1, typeof(UnityEngine.Vector2), typeof(string)))
            {
                UnityEngine.Vector2 obj = (UnityEngine.Vector2)ToLua.ToObject(L, 1);
                string arg0             = ToLua.ToString(L, 2);
                string o = obj.ToString(arg0);
                LuaDLL.lua_pushstring(L, o);
                return(1);
            }
            else
            {
                return(LuaDLL.luaL_throw(L, "invalid arguments to method: UnityEngine.Vector2.ToString"));
            }
        }
        catch (Exception e)
        {
            return(LuaDLL.toluaL_exception(L, e));
        }
    }
コード例 #2
0
    public GameObject InstantiateObject(GameObject instance, Vector2 position)
    {
        Vector2Int localPos = WorldToLocal(position);

        Debug.Log("Creating obj in pos " + position.ToString() + " (tile " + localPos.ToString() + ")");

        if (IsValidCoords(localPos) && m_tiles[localPos.x, localPos.y].IsExist)
        {
            throw new System.Exception("Cannot create object in pos " + localPos.x + " : " + localPos.y + ". Tile is not vacant.");
        }

        GameObject createdObject = Instantiate(instance, position, TileUtils.InitRotation);

        m_tiles[localPos.x, localPos.y].Object  = createdObject;
        m_tiles[localPos.x, localPos.y].IsExist = true;

        return(createdObject);
    }
コード例 #3
0
ファイル: SpriteEditor.cs プロジェクト: redastruikys/quest
        //Vector2 _dump = Vector2.zero;
        //Vector3 _delta;
        //private var lastPos : Vector3 = Vector3.zero;
        void HandleEvents()
        {
            Event e = Event.current;
            Vector2 mp = e.mousePosition;

            //bool used = false;

            if(e.type == EventType.MouseUp && _dragTarget != DragTargetType.Null)
            {
                _dragTarget = DragTargetType.Null;

                e.Use();
            }

            if(e.type == EventType.MouseDown && e.button == 0 && _dragTarget == DragTargetType.Null)
            {
                if(_boxNodes[0].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode0;
                }
                else if(_boxNodes[1].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode1;
                }
                else if(_boxNodes[2].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode2;
                }
                else if(_boxNodes[3].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode3;
                }
                else if(_boxNodes[4].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode4;
                }
                else if(_boxNodes[5].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode5;
                }
                else if(_boxNodes[6].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode6;
                }
                else if(_boxNodes[7].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode7;
                }
                else if(_boxNodes[8].Contains(mp))
                {
                    _dragTarget = DragTargetType.BoxNode8;
                }

                if(_dragTarget == DragTargetType.Null)
                {
                    if(_paperRect.Contains(mp))
                    {
                        _dragTarget = DragTargetType.SpriteTexture;
                    }
                }

                _dragLastPos = mp;

                e.Use();
            }

            if(e.type == EventType.MouseDrag && e.button == 0 && _dragTarget != DragTargetType.Null)
            {
                _dragDelta = mp - _dragLastPos;

                if(_frame != null && _texture != null && _dragTarget >= DragTargetType.BoxNode0 && _dragTarget <= DragTargetType.BoxNode8)
                {
                    bool unlockedX = false;
                    bool unlockedY = false;
                    bool unlockedW = false;
                    bool unlockedH = false;

                    if(_dragTarget == DragTargetType.BoxNode0)
                    {
                        unlockedX = true;
                        unlockedY = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode1)
                    {
                        unlockedY = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode2)
                    {
                        unlockedY = true;
                        unlockedW = true;
                    }

                    else if(_dragTarget == DragTargetType.BoxNode3)
                    {
                        unlockedX = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode4)
                    {
                        unlockedX = true;
                        unlockedY = true;
                        unlockedW = true;
                        unlockedH = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode5)
                    {
                        unlockedW = true;
                    }

                    else if(_dragTarget == DragTargetType.BoxNode6)
                    {
                        unlockedX = true;
                        unlockedH = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode7)
                    {
                        unlockedH = true;
                    }
                    else if(_dragTarget == DragTargetType.BoxNode8)
                    {
                        unlockedX = true;
                        unlockedH = true;
                    }

                    if(unlockedX || unlockedY || unlockedW || unlockedH)
                    {
                        //_dragDelta.x = Mathf.Ceil(_dragDelta.x / _zoom);
                        //_dragDelta.y = Mathf.Ceil(_dragDelta.y / _zoom);
                        //float dx = Mathf.Floor(_dragDelta.x / _zoom);

                        int dxZoomed = Mathf.RoundToInt(_dragDelta.x / _zoom);
                        int dyZoomed = Mathf.RoundToInt(_dragDelta.y / _zoom);

                        //Debug.Log("dxZoomed = " + dxZoomed.ToString());
                        Debug.Log("_dragDelta = " + _dragDelta.ToString());

                        if(unlockedX)
                        {
                            if(_frame.X + dxZoomed < 0)
                            {
                                dxZoomed = Mathf.FloorToInt((0 - _frame.X));
                            }
                            else if(_frame.X + dxZoomed > _frame.MaxX)
                            {
                                dxZoomed = Mathf.FloorToInt((_frame.MaxX - _frame.X));
                            }

                            _frame.X += dxZoomed;
                            _frame.Width -= dxZoomed;

                        }
                        //
                        if(unlockedY)
                        {
                            if(_frame.Y + dyZoomed < 0)
                            {
                                dyZoomed = Mathf.FloorToInt((0 - _frame.Y));
                            }
                            else if(_frame.X + dyZoomed > _frame.MaxY)
                            {
                                dyZoomed = Mathf.FloorToInt((_frame.MaxY - _frame.Y));
                            }

                            _frame.Y += dyZoomed;
                            _frame.Height -= dyZoomed;

                        }

                        if(unlockedW)
                        {
                            if(_frame.MaxX + dxZoomed < _frame.X)
                            {
                                dxZoomed = Mathf.FloorToInt((_frame.X - _frame.MaxX));
                            }
                            else if(_frame.MaxX + dxZoomed > _texture.width)
                            {
                                dxZoomed = Mathf.FloorToInt((_texture.width - _frame.MaxX));
                            }

                            _frame.Width += dxZoomed;

                        }

                        if(unlockedH)
                        {
                            if(_frame.MaxY + dyZoomed < _frame.Y)
                            {
                                dyZoomed = Mathf.FloorToInt((_frame.Y - _frame.MaxY));
                            }
                            else if(_frame.MaxY + dyZoomed > _texture.height)
                            {
                                dyZoomed = Mathf.FloorToInt((_texture.height - _frame.MaxY));
                            }

                            _frame.Height += dyZoomed;
                        }

                    }
                }

                if(_texture != null && _dragTarget == DragTargetType.SpriteTexture)
                {
                    float tWidthScaled = _texture.width * _zoom;
                    float tHeightScaled = _texture.height * _zoom;

                    if(tWidthScaled > _paperRect.width)
                    {
                        _paperOrigin.x = Mathf.Clamp(_paperOrigin.x - _dragDelta.x, 0, tWidthScaled - _paperRect.width);
                    }
                    else
                    {
                        _paperOrigin.x = 0;
                    }

                    if(tHeightScaled > _paperRect.height)
                    {
                        _paperOrigin.y = Mathf.Clamp(_paperOrigin.y - _dragDelta.y, 0, tHeightScaled - _paperRect.height);
                    }
                    else
                    {
                        _paperOrigin.y = 0;
                    }
                }

                //_dragDelta = mp - _dragLastPos;

                //if(mp.x - _dragLastPos.x >= _zoom || mp.y - _dragLastPos.y >= _zoom)
                //{
                    _dragLastPos = mp;
                //}

                _dragLastPos = mp;

                e.Use();
            }

            if(e.type == EventType.ScrollWheel && _paperRect.Contains(mp) && _dragTarget == DragTargetType.Null)
            {
                if(e.delta.y < 0f)
                {
                    ZoomIn();
                }
                else if(e.delta.y > 0f)
                {
                    ZoomOut();
                }

                e.Use();
            }
        }
コード例 #4
0
        /// <summary>
        /// This will build a structure that fits within the dimensions
        /// based on the seed passed in.
        /// </summary>
        /// <returns>The structure.</returns>
        /// <param name="dimensions">Dimensions.</param>
        /// <param name="seed">Seed.</param>
        /// <param name="theme">Theme.</param>
        public static GameObject buildStructure(Vector2 dimensions, int seed, AreaBiome theme, float civValue)
        {
            // First we begin by determining how many blocks we can fit in the x and y dimensions
            // plotDimensions is how many modules you can fit in the structure.
            float blockDimension = 3.0f;
            Vector2 plotDimensions = new Vector2( Mathf.FloorToInt( dimensions.x / blockDimension ), Mathf.FloorToInt( dimensions.y / blockDimension ));

            // Create random blueprints
            int[][] blueprints = generateBoringBlueprints (plotDimensions, seed, civValue);

            // If there are no blue prints don't go any further
            if(blueprints == null){
                return null;
            }

            // Build from the blueprints
            GameObject structure = new GameObject ("Structure: "+seed+", "+dimensions.ToString());

            for(int x = 0; x < blueprints.Length; x ++){

                for(int y = 0; y < blueprints[x].Length; y ++){

                    // Get the number of floors wanted from this module's position.
                    int floors = blueprints[x][y];

                    // Move to the next portion if there's nothin to build here.
                    if(floors <= 0){
                        continue;
                    }

                    int[][] wallInformation = wallsModuleIsTouching(blueprints, x, y);

                    // Build a module for each floor
                    for(int f = 0; f < floors; f ++){

                        // Whether or not to create a turret on this floor
                        bool createTurret = false;

                        // Just use a cube for now
                        GameObject module = null;

                        // The number of walls that are touching this floor
                        int numOfWallsTouchingThisFloor = 0;

                        List<int> neighboringWallDirections = new List<int>();

                        // Find the walls touching this floor
                        for(int w = 0; w < wallInformation.Length; w ++){

                            if(wallInformation[w][1]  >= f + 1){

                                numOfWallsTouchingThisFloor ++;
                                neighboringWallDirections.Add(wallInformation[w][0]);

                            }

                        }

                        if(numOfWallsTouchingThisFloor == 0){

                            module = Resources.Load("Structures/Civilization/Basic/0STop") as GameObject;
                            module = GameObject.Instantiate(module);

                        } else if(numOfWallsTouchingThisFloor == 1){

                            if(f == floors-1){
                                module = Resources.Load("Structures/Civilization/Basic/1STop") as GameObject;
                            } else {
                                module = Resources.Load("Structures/Civilization/Basic/1SMid") as GameObject;
                            }

                            module = GameObject.Instantiate(module);

                            // Find the correct rotation.
                            switch(neighboringWallDirections[0]){

                            // East
                            case 0:
                                module.transform.Rotate(new Vector3(0,270,0));
                                break;

                            // West
                            case 1:
                                module.transform.Rotate(new Vector3(0,90,0));
                                break;

                            // North
                            case 2:
                                module.transform.Rotate(new Vector3(0,180,0));
                                break;

                            }

                        } else if(numOfWallsTouchingThisFloor == 2){

                            // Grab the correct type of 2 sided wall
                            string typeOfWall = "I";

                            float chancesOfTurret = .05f;

                            // Don't think about it just roll w/ it
                            int nwd = neighboringWallDirections[0] + neighboringWallDirections[1];
                            if(nwd > 1 && nwd < 5){

                                typeOfWall = "L";

                            }

                            // Instantiate the correct module
                            if(f == floors-1){

                                module = Resources.Load("Structures/Civilization/Basic/2S"+typeOfWall+"Top") as GameObject;

                                if(Random.Range(0f,1f) < chancesOfTurret && typeOfWall == "L"){
                                    createTurret = true;
                                }

                            } else {
                                module = Resources.Load("Structures/Civilization/Basic/2S"+typeOfWall+"Mid") as GameObject;
                            }

                            module = GameObject.Instantiate(module);

                            // Set the correct rotation
                            if(typeOfWall.Equals("I")){

                                if(nwd == 5){
                                    module.transform.Rotate(new Vector3(0,90,0));
                                }

                            } else {

                                if(neighboringWallDirections[0] == 0){

                                    if(neighboringWallDirections[1] == 2){

                                        module.transform.Rotate(new Vector3(0,180,0));

                                    } else {

                                        module.transform.Rotate(new Vector3(0,-90,0));

                                    }

                                } else if( nwd == 3) {

                                    module.transform.Rotate(new Vector3(0,90,0));

                                } else {

                                    module.transform.Rotate(new Vector3(0,-0,0));

                                }

                            }

                        } else if(numOfWallsTouchingThisFloor == 3){

                            if(f == floors-1){
                                module = Resources.Load("Structures/Civilization/Basic/3STop") as GameObject;
                            } else {
                                module = Resources.Load("Structures/Civilization/Basic/3SMid") as GameObject;
                            }

                            module = GameObject.Instantiate(module);

                            // rotate appropriately

                            // find wall it's not touching
                            int direction = 1234;
                            for(int w = 0; w < neighboringWallDirections.Count; w ++){
                                if(neighboringWallDirections[w] == 0){
                                    direction -= 1000;
                                }
                                if(neighboringWallDirections[w] == 1){
                                    direction -= 200;
                                }
                                if(neighboringWallDirections[w] == 2){
                                    direction -= 30;
                                }
                                if(neighboringWallDirections[w] == 3){
                                    direction -= 4;
                                }
                            }

                            switch(direction){

                            case 1000:
                                module.transform.Rotate(new Vector3(0,90,0));
                                break;

                            case 200:
                                module.transform.Rotate(new Vector3(0,-90,0));
                                break;

                            case 30:
                                module.transform.Rotate(new Vector3(0,0,0));
                                break;

                            case 4:
                                module.transform.Rotate(new Vector3(0,180,0));
                                break;

                            }

                        } else if(numOfWallsTouchingThisFloor == 4){

                            if(f == floors-1){
                                module = Resources.Load("Structures/Civilization/Basic/4STop") as GameObject;
                                module = GameObject.Instantiate(module);
                            }

                        } else {

                            module = GameObject.CreatePrimitive(PrimitiveType.Cube);
                            module.transform.localScale = Vector3.one*blockDimension;

                        }

                        if(module != null){

                            // Make sure the cube is apart of the parent
                            module.transform.SetParent(structure.transform);

                            Vector3 positionForModule = (new Vector3(x,f,y))*blockDimension;

                            // Set the appropriate position nd scale
                            module.transform.localPosition = positionForModule;

                            // Spawn a turret
                            if(createTurret){

                                GameObject turret = EliDavis.Characters.Enemy.EnemyFactory.CreateTurret(positionForModule + new Vector3(0, 1.5f, 0));
                                turret.transform.SetParent(module.transform);

                            }

                        }

                    }

                }

            }

            return structure;
        }
コード例 #5
0
        /// <summary>
        /// Generates terrain and the buildings that occupy the terrain.
        /// </summary>
        /// <param name="sectionsInXDirection">Sections in X direction.</param>
        /// <param name="sectionsInYDirection">Sections in Y direction.</param>
        /// <param name="border">Border of sections passed in.  if you pass in 10*10 sections
        /// and a border of 2, your final result will be a 14*14
        /// </param>
        void CreateArea(int sectionsInXDirection, int sectionsInYDirection, int border)
        {
            // Clear what we have defined as 'free area', array of area that AI can move through
            freeArea.Clear ();

            // Choose the maps dimensions
            int mapHeight = 1025;
            int mapWidth = 1025;

            // Create a seed for our generation, useful for generating the same map over and over if we so choose to
            Vector2 civSeed = new Vector2 (Random.Range (0, 10000), Random.Range (0, 10000));

            // Produce a civilization map, with alpha being civilization
            Texture2D civMap = MapGen.GetInstance ().CreateMap (mapWidth, mapHeight, (int)civSeed.x, (int)civSeed.y);
            civMap = MapGen.GetInstance ().SmoothEdges (civMap);
            guiMapRenderOne = civMap;//for guiPurposes.

            // Create our terrain object and position and scale it correctely
            GameObject terrain = GameObject.CreatePrimitive(PrimitiveType.Plane);
            terrain.transform.position = new Vector3 ( (dimensionOfSection*(sectionsInXDirection))/2, 0, (dimensionOfSection*(sectionsInYDirection))/2);
            terrain.transform.Rotate (new Vector3 (0, 180, 0));
            terrain.transform.localScale = new Vector3 ( (dimensionOfSection*(sectionsInXDirection))/10, 1, (dimensionOfSection*(sectionsInYDirection))/10);

            // Set the material on the terrain that will make it look like terain
            Material material = new Material(Shader.Find("MyShaders/TerrainTwoLayer"));

            // Set the texture on the terrain that will represent civilization
            material.SetTexture ("_MainTex", civArea);
            material.SetTextureScale ("_MainTex", new Vector2(70,70));

            // Set the texture on the terrain that will represent the wild.
            material.SetTexture ("_PathTex", uncivArea);
            material.SetTextureScale ("_PathTex", new Vector2(70,70));

            // Set the alpha that determines whether or not to render the wild or the civilization texture.
            material.SetTexture ("_PathMask", civMap);

            // Set the material to the terrain
            terrain.GetComponent<Renderer> ().material = material;

            // Create the area object
            currentArea = new Area ("Civ Seed: "+civSeed.ToString(), AreaBiome.Test, civSeed);

            // Create structures by splitting up the civilization map into multiple sections to be generated.
            for (int curXSec = 0; curXSec < sectionsInXDirection; curXSec++) {

                for (int curYSec = 0; curYSec < sectionsInYDirection; curYSec++) {

                    int sectionMapWidth = mapWidth / sectionsInXDirection;
                    int sectionMapHeight = mapHeight / sectionsInYDirection;

                    Texture2D sectionMap = new Texture2D (sectionMapWidth, sectionMapHeight);

                    sectionMap.SetPixels (civMap.GetPixels (curXSec * sectionMapWidth,
                                                            curYSec * sectionMapHeight,
                                                            sectionMapWidth, sectionMapHeight));

                    sectionMap.Apply ();

                    createSection (curXSec, curYSec, sectionMap);

                }

            }

            // Spawn trees to make things look more full
            spawnUncivilizedObjects (sectionsInXDirection, sectionsInYDirection, civMap);
        }
コード例 #6
0
ファイル: Bounds2D.cs プロジェクト: LuviKunG/LuviTools
 /// <summary>
 /// Returns a nicely formatted string for the bounds.
 /// </summary>
 /// <param name="format"></param>
 public string ToString(string format)
 {
     return(string.Format(CultureInfo.InvariantCulture.NumberFormat, "Center: {0}, Extents: {1}", m_center.ToString(format), m_extents.ToString(format)));
 }
コード例 #7
0
 public virtual void DebugLog(Vector2 message)
 {
     if (_showDebug)
         Debug.Log(message.ToString());
 }
コード例 #8
0
    static bool Vector2_ToString(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 0)
        {
            UnityEngine.Vector2 argThis = (UnityEngine.Vector2)vc.csObj;                JSApi.setStringS((int)JSApi.SetType.Rval, argThis.ToString());
            JSMgr.changeJSObj(vc.jsObjID, argThis);
        }

        return(true);
    }
コード例 #9
0
    static bool Vector2_ToString__String(JSVCall vc, int argc)
    {
        int len = argc;

        if (len == 1)
        {
            System.String       arg0    = (System.String)JSApi.getStringS((int)JSApi.GetType.Arg);
            UnityEngine.Vector2 argThis = (UnityEngine.Vector2)vc.csObj;                JSApi.setStringS((int)JSApi.SetType.Rval, argThis.ToString(arg0));
            JSMgr.changeJSObj(vc.jsObjID, argThis);
        }

        return(true);
    }
コード例 #10
0
 public string ToString(string format, IFormatProvider formatProvider)
 {
     if (string.IsNullOrEmpty(format))
     {
         format = "F2";
     }
     if (formatProvider == null)
     {
         formatProvider = CultureInfo.InvariantCulture.NumberFormat;
     }
     return(UnityString.Format("Origin: {0}, Dir: {1}", m_Origin.ToString(format, formatProvider), m_Direction.ToString(format, formatProvider)));
 }
コード例 #11
0
ファイル: BrainWindow.cs プロジェクト: hellotheredev/Brains
        void DrawNode(Node node)
        {
            Color originalColor = GUI.color;

            if(brain.defaultNode == node)
                GUI.color = Color.yellow;

            if(brain.anyNode == node)
                GUI.color = Color.magenta;

            if(selectedNode == node)
                GUI.color = Color.green;

            Vector2 originalPosition = new Vector2(node.position.x, node.position.y);

            node.position.x += scrollPosition.x;
            node.position.y += scrollPosition.y;

            if(selectedNode == node)
            {
                Rect positionLabelRect = new Rect(node.position);
                positionLabelRect.y += node.position.height;
                GUI.Label(positionLabelRect, originalPosition.ToString());
            }

            GUILayout.BeginArea(node.position);
            GUI.Box(new Rect(0, 0, node.position.width, node.position.height), "");
            GUIStyle labelStyle = new GUIStyle(GUI.skin.label);
            labelStyle.fontSize = brain.anyNode == node ? 48 : 12;
            labelStyle.fontStyle = FontStyle.Bold;
            labelStyle.alignment = TextAnchor.MiddleCenter;
            labelStyle.wordWrap = true;
            GUI.Label(new Rect(0, 0, node.position.width, node.position.height), node.name, labelStyle);
            GUILayout.EndArea();

            if(Event.current.button == 0)
            {
                switch(Event.current.type)
                {
                    case EventType.MouseDown:
                        if(node.position.Contains(Event.current.mousePosition))
                        {
                            if(linkNode != null && linkNode != node)
                            {
                                if(node == brain.anyNode)
                                {
                                    ShowNotification(new GUIContent("Can not connect to the Ω node."));
                                }
                                else if(linkNode.HasConnectionTo(node))
                                {
                                    ShowNotification(new GUIContent("Can not connect to the same node twice."));
                                }
                                else
                                {
                                    selectedConnection = brain.CreateConnection(linkNode, node);
                                    AddToBrainAsset(selectedConnection);
                                }

                                linkNode = null;
                            }

                            dragNode = node;
                            selectedNode = node;
                            Event.current.Use();
                            Save();
                        }
                        break;

                    case EventType.MouseDrag:
                        if(dragNode == node)
                        {
                            originalPosition.x += Event.current.delta.x;
                            originalPosition.y += Event.current.delta.y;
                            Event.current.Use();
                            Repaint();
                        }
                        break;

                    case EventType.MouseUp:
                        if(dragNode == node)
                        {
                            dragNode = null;
                            int snap = 64;
                            originalPosition.x = Mathf.RoundToInt(originalPosition.x / snap) * snap;
                            originalPosition.y = Mathf.RoundToInt(originalPosition.y / snap) * snap;
                            Event.current.Use();
                            Repaint();
                        }
                        break;
                }
            }

            node.position.x = originalPosition.x;
            node.position.y = originalPosition.y;

            GUI.color = originalColor;
        }
コード例 #12
0
 public string ToString(string format, IFormatProvider formatProvider)
 {
     return(UnityString.Format("Origin: {0}, Dir: {1}", m_Origin.ToString(format, formatProvider), m_Direction.ToString(format, formatProvider)));
 }
コード例 #13
0
ファイル: Ray2D.cs プロジェクト: vladimir-tikhonov/UH5
 // Returns a nicely formatted string for this ray.
 public string ToString(string format)
 {
     return(String.Format("Origin: {0}, Dir: {1}", m_Origin.ToString(format), m_Direction.ToString(format)));
 }