/// <summary> /// Initializes a new instance of the <see cref="TileData"/> class. /// </summary> /// <param name="terrainTypeEnum">Terrain type enum.</param> /// <param name="isWalkable">If set to <c>true</c> is walkable.</param> /// <param name="name">Name.</param> /// <param name="defenseModifier">Defense modifier.</param> /// <param name="dodgeModifier">Dodge modifier.</param> /// <param name="accuracyModifier">Accuracy modifier.</param> /// <param name="movementModifier">Movement modifier.</param> /// <param name="position">Position of tile.</param> /// <param name="serializabePosition">Serializable position of tile.</param> /// <param name="imagePath">Path of image.</param> /// <param name="unit">Unit on tile (if any).</param> public TileData( TerrainTypeEnum terrainTypeEnum, bool isWalkable, string name, int defenseModifier, int dodgeModifier, int accuracyModifier, int movementModifier, Vector3 position, SerializableVector3 serializablePosition, string imagePath, string unitResRef = null ) { TerrainType = terrainTypeEnum; IsWalkable = isWalkable; Name = name; DefenseModifier = defenseModifier; DodgeModifier = dodgeModifier; AccuracyModifier = accuracyModifier; MovementModifier = movementModifier; SerializablePosition = serializablePosition; Position = SerializablePosition; ImagePath = imagePath; UnitResRef = unitResRef; }
public Tile CreateTile(TerrainTypeEnum terrainTypeEnum) { Tile tile = new Tile(); tile.TileId = 0; tile.ColumnNumber = 0; tile.RowNumber = 0; tile.Terrain = Game.TerrainFactory.Terrains.Where(t => t.TerrainTypeEnum == terrainTypeEnum).FirstOrDefault(); tile.Nation = null; tile.TileName = TileNameFactory.GetTileName(0); tile.DeployIndicator = false; tile.SupplyIndicator = false; tile.VictoryIndicator = false; return tile; }
public TerrainType(TerrainTypeEnum type, TerrainSubtypeEnum subtype) { Type = type; Subtype = subtype; }
public void SetTerrainType(TerrainTypeEnum merrainType) { this.merrainType = (int)merrainType; }