//public override void OnDraw(Renderer renderer) //{ // base.OnDraw(renderer); // if (renderer.Stage == RenderStage.PostBloom && Flying) // { // var Col = new Color(Color.White, 0.25f); // renderer.PrimitivesRenderer.DrawTriangle(new Vector2(0, 375 - 40), new Vector2(1103 + 40, 375), new Vector2(999, 227), Col); // renderer.PrimitivesRenderer.DrawTriangle(new Vector2(0, 375 - 40), new Vector2(999, 227), new Vector2(104, 227), Col); // Col = new Color(Color.Blue, 0.25f); // renderer.PrimitivesRenderer.DrawTriangle(new Vector2(110, 45), new Vector2(985, 45), new Vector2(1072, 10), Col); // renderer.PrimitivesRenderer.DrawTriangle(new Vector2(110, 45), new Vector2(1072, 10), new Vector2(14, 10), Col); // Col = Color.Red; // renderer.PrimitivesRenderer.DrawRectangle(Transform.Position - new Vector2(1, 1), Transform.Position + new Vector2(1, 1), Col); // Col = Color.Blue; // renderer.PrimitivesRenderer.DrawRectangle(DisplacedPosition - new Vector2(1, 1), DisplacedPosition + new Vector2(1, 1), Col); // RestrictionPathCeiling.Draw(renderer.PrimitivesRenderer.DrawTriangle, renderer.PrimitivesRenderer.DrawLine, World.Get<Mouse>().Position); // Col = new Color(Color.Bisque, 0.25f); // renderer.PrimitivesRenderer.DrawRectangle(Tree.Basement.RFIDAntennaCabinet.Collider, Col); // } //} /// <summary> /// Places the drone on the initial floor position, sets its scale and makes it visible & enabled. /// </summary> public void PlaceOnFloor() { Transform.SetPosition(INITIAL_POSITION); var CeilingPosition = GetCeilingPosition(INITIAL_POSITION); var Scale = RestrictionPathCeiling.GetScale(CeilingPosition.Y); Transform.SetScale(Scale); Get <Interaction>().SetPosition(INITIAL_POSITION); Transform.SetZ(INITIAL_Z); Orientation = Directions4.Down; Visible = true; Enabled = true; }
private Frames GetTalkingFrames(Directions4 direction) { switch (direction) { case Directions4.Down: return(FramesTalkingDown); case Directions4.Right: return(FramesTalkingRight); case Directions4.Up: return(FramesTalkingUp); default: return(FramesTalkingLeft); } }
public static Vector2 ToVector2(this Directions4 direction) { switch (direction) { case Directions4.Up: return(new Vector2(0, -1)); case Directions4.Right: return(new Vector2(1, 0)); case Directions4.Down: return(new Vector2(0, 1)); case Directions4.Left: return(new Vector2(-1, 0)); } return(Vector2.Zero); }
private void TurnRight() { Directions4 Result = Directions4.None; switch (Orientation) { case Directions4.Down: Result = Directions4.Left; break; case Directions4.Left: Result = Directions4.Up; break; case Directions4.Up: Result = Directions4.Right; break; case Directions4.Right: Result = Directions4.Down; break; } Orientation = Result; }
public Transform SetDirection(Directions4 value) { Orientation = value.ToVector2(); return(this); }
public void Turn(Directions4 direction) { Direction4 = direction; }
public void Turn(Directions4 direction) { Get <Transform>().Turn(direction); }