//check the position of each cube/lines at the begining to turn on itself with an other function dirOffset() private void originPosition() { if (transform.position.x == 20) { posOrigin = OriginPos.Right; } else if (transform.position.x == -20) { posOrigin = OriginPos.Left; } else if (transform.position.y == 20) { posOrigin = OriginPos.Up; } else if (transform.position.y == -20) { posOrigin = OriginPos.Down; } }
private void SetOrigin(OriginPos origin) { switch (origin) { case OriginPos.TOP_LEFT: m_vecOrigin = new Vector2(0, 0); break; case OriginPos.TOP_RIGHT: m_vecOrigin = new Vector2(m_texBase.Width, 0); break; case OriginPos.BOTTOM_LEFT: m_vecOrigin = new Vector2(0, m_texBase.Height); break; case OriginPos.BOTTOM_RIGHT: m_vecOrigin = new Vector2(m_texBase.Width, m_texBase.Height); break; case OriginPos.CENTER: m_vecOrigin = new Vector2((m_texBase.Width / 2), (m_texBase.Height / 2)); break; default: m_vecOrigin = new Vector2(0, 0); // TOP_LEFT by default break; } }
public void LoadContent(ContentManager contentManager, string texLocation, OriginPos origin) { m_texBase = contentManager.Load<Texture2D>(texLocation); SetOrigin(origin); m_iMaxFrames = m_texBase.Width / m_iFrameWidth; // Construct initial frame Rect m_frameRect = new Rectangle(0, 0, m_iFrameWidth, m_texBase.Height); CalculateBoundingBoxes(); }