public List <TileID> GetTileIDs(float x, float z) { TerrainID t0 = GetTerrainID(x + 0, z + 1); TerrainID t1 = GetTerrainID(x + 1, z + 1); TerrainID t2 = GetTerrainID(x + 0, z + 0); TerrainID t3 = GetTerrainID(x + 1, z + 0); return(TileID.CreateList(t0, t1, t2, t3)); }
// instanciate the round settings public RoundSettings(MovementID _moveID = MovementID.walk, EnemyID _enemyID = EnemyID.none, CombatID _combatID = CombatID.none, TerrainID _terrainID = TerrainID.open) { moveID = _moveID; enemyID = _enemyID; combatID = _combatID; terrainID = _terrainID; moveInfo = MovementSettings.GetMovement(moveID); }
public static Terrain PickTerrain(TerrainID id) { // switch statment returns the correct type of terrain object based on the combat ID switch (id) { case TerrainID.open: // TODO! need to implement open (I'm thinking a simple rectangle) Debug.Log("Terrain ID Open called, not yet implemented, null retunred"); return(null); case TerrainID.maze: GameObject go = new GameObject(); return(go.AddComponent <Maze>()); default: Debug.Log("Uknown Terrain ID called, null retunred"); return(null); } }
public static TerrainInfo GetTerrain(TerrainID id) { return s_terrains[(int)id]; }
public bool Match(TerrainID terrain, InteriorID interior) { return m_terrainMask.Get(terrain) && m_interiorMask.Get(interior); }