예제 #1
0
 public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction)
 {
     WorldTypes.Tile tile = new WorldTypes.Tile();
     tile.x = 0;
     tile.y = 2;
     return(tile);
 }
예제 #2
0
    public override Vector2[] FaceUVs(WorldTypes.Direction direction)
    {
        Vector2[]       UVs       = new Vector2[4];
        WorldTypes.Tile tilePos   = TexturePosition(direction);
        float           tileSizeX = 1.0f;
        float           tileSizeY = 0.25f;

        UVs[0] = new Vector2(tileSizeX * tilePos.x,
                             (tileSize * tilePos.y) + 0.01f);
        UVs[1] = new Vector2(tileSizeX * tilePos.x,
                             (tileSizeY * tilePos.y + tileSizeY) - 0.05f);
        UVs[2] = new Vector2(tileSizeX * tilePos.x + tileSizeX,
                             (tileSizeY * tilePos.y + tileSizeY) - 0.05f);
        UVs[3] = new Vector2(tileSizeX * tilePos.x + tileSizeX,
                             (tileSize * tilePos.y) + 0.01f);

        /*	UVs[7] = new Vector2(tileSizeX * tilePos.x,
         *                           tileSizeY * tilePos.y);
         *      UVs[6] = new Vector2(tileSizeX * tilePos.x,
         *                           tileSizeY * tilePos.y + tileSizeY);
         *      UVs[5] = new Vector2(tileSizeX * tilePos.x + tileSizeX,
         *                           tileSizeY * tilePos.y + tileSizeY);
         *      UVs[4] = new Vector2(tileSizeX * tilePos.x + tileSizeX,
         *                           tileSizeY * tilePos.y);
         */
        return(UVs);
    }
예제 #3
0
 public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction)
 {
     WorldTypes.Tile tile = new WorldTypes.Tile();
     tile.x = GetRandom(0, 4.9f);
     tile.y = 1;
     return(tile);
 }
예제 #4
0
파일: Block.cs 프로젝트: hlfstr/Voxygen
    public virtual WorldTypes.Tile TexturePosition(WorldTypes.Direction direction)
    {
        WorldTypes.Tile tile = new WorldTypes.Tile();
        tile.x = 0;
        tile.y = 0;

        return(tile);
    }
예제 #5
0
 public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction)
 {
     WorldTypes.Tile tile = new WorldTypes.Tile();
     if (direction == WorldTypes.Direction.up || direction == WorldTypes.Direction.down)
     {
         tile.x = GetRandom(0, 3.9f);
         //	tile.x = 0;
         tile.y = 3;
     }
     else
     {
         tile.x = GetRandom(1, 2.9f);
         tile.y = 2;
     }
     return(tile);
 }
예제 #6
0
 public override WorldTypes.Tile TexturePosition(WorldTypes.Direction direction)
 {
     WorldTypes.Tile tile = new WorldTypes.Tile();
     if (direction == WorldTypes.Direction.up || direction == WorldTypes.Direction.down)
     {
         //	tile.x =  1 - Random.Range(1,3);
         tile.x = 2;
         tile.y = 1;
     }
     else
     {
         tile.x = 1;
         tile.y = 1;
     }
     return(tile);
 }
예제 #7
0
파일: Block.cs 프로젝트: hlfstr/Voxygen
    public virtual Vector2[] FaceUVs(WorldTypes.Direction direction)
    {
        Vector2[]       UVs      = new Vector2[4];
        WorldTypes.Tile tilePos  = TexturePosition(direction);
        float[]         tileSize = GetTileSizes();
        UVs[0] = new Vector2(tileSize[0] * tilePos.x,
                             (tileSize[1] * tilePos.y) + 0.02f);
        UVs[1] = new Vector2(tileSize[0] * tilePos.x,
                             (tileSize[1] * tilePos.y + tileSize[1]) - 0.02f);
        UVs[2] = new Vector2(tileSize[0] * tilePos.x + tileSize[0],
                             (tileSize[1] * tilePos.y + tileSize[1]) - 0.02f);
        UVs[3] = new Vector2(tileSize[0] * tilePos.x + tileSize[0],
                             (tileSize[1] * tilePos.y) + 0.02f);

        return(UVs);
    }