public Coroutine ReadDialogue(DialogueChunk[] dialogueChunks, FacingMode facingMode = FacingMode.Stay) { DialogueData dialogueData = new DialogueData(dialogueChunks); dialogueData.facingMode = facingMode; return(ReadDialogue(dialogueData)); }
private void ChangeFacing(FacingMode facing) { Facing = facing; // Notice: The effect should be the same as changing state UpdateSprite(); }
public void Materialfv(FacingMode light, LightParameter pname, float[] param) { if (param == null || param.Length > HeapData.MaterialfvMaxSize) { throw new ArgumentException("Array has to many elements."); } Marshal.Copy(param, 0, HeapData.ptrMaterialfv, param.Length); materialfv(light, pname, HeapData.ptrMaterialfv); }
protected BasePhysicalObject( IWorld world, Point location, IListener <IGameObject> listener, Point size, float pixelScale) : base(world, location, listener, size) { this.pixelScale = pixelScale; Facing = FacingMode.right; }
public void PolygonMode(FacingMode face, PolygonMode mode) => polygonMode(face, mode);
static extern void polygonMode(FacingMode face, PolygonMode mode);
static extern void materialfv(FacingMode light, LightParameter pname, IntPtr param);