public DebrisEntity(byte _id, Vector2 projectilePosition, Vector2 originalVelocity, byte _pixelcount, float _scale, TypeOfTexture tot = TypeOfTexture.Projectile) { Scale = _scale; ID = _id; int smallxcoord = (_pixelcount % GameVars.compensatedDebris1DCount); int smallycoord = (_pixelcount / GameVars.compensatedDebris1DCount); xcoord = (byte)(GameVars.debrisSize * smallxcoord); ycoord = (byte)(GameVars.debrisSize * smallycoord); typeOfTexture = tot; velocity.X = (float)((GameVars.random).NextDouble() - 0.5) * GameVars.RENDERWIDTH / 5; velocity.Y = -(float)((GameVars.random).NextDouble() * 300); velocity.X += (originalVelocity.X * 0.5f); position = projectilePosition + new Vector2(xcoord * Scale, ycoord * Scale); int temp = GameVars.projectilePixelSize % GameVars.debrisSize; if (temp != 0) { RectMask = new Rectangle(xcoord, ycoord, (smallxcoord == (GameVars.compensatedDebris1DCount - 1))?temp: GameVars.debrisSize, (smallycoord == (GameVars.compensatedDebris1DCount - 1)) ?temp: GameVars.debrisSize); } else { RectMask = new Rectangle(xcoord, ycoord, GameVars.debrisSize, GameVars.debrisSize); } }
public override void DeserializeObject(List <string> data) { base.DeserializeObject(data); try { PencilDevice = (TypeOfPencil)Enum.Parse(typeof(TypeOfPencil), data[currentItemList]); data.RemoveAt(currentItemList); PencilTexture = (TypeOfTexture)Enum.Parse(typeof(TypeOfTexture), data[currentItemList]); data.RemoveAt(currentItemList); } catch { throw new Exception(); } }
public LipPencil(string ProductName, string Brand, PriceCategory PriceCategoryOfProduct, Color Color, string Aromatizer, TypeOfPencil PencilDevice, TypeOfTexture PencilTexture) : base(ProductName, Brand, PriceCategoryOfProduct, Color, Aromatizer) { this.PencilDevice = PencilDevice; this.PencilTexture = PencilTexture; }
/// <summary> /// </summary> /// <param name="type">Enum in TLMSType, defines the type of texture</param> /// <param name="path">Path to texture file</param> public void AddTexture(TypeOfTexture type, String path) { this.textureMap.Add(type, path); }