Пример #1
0
 public Unity_Level(Unity_Map[] maps,
                    Unity_ObjectManager objManager,
                    List <Unity_Object> eventData = null,
                    Unity_Object rayman           = null,
                    IReadOnlyDictionary <string, string[]> localization = null,
                    int defaultMap    = 0, int defaultCollisionMap = 0,
                    int pixelsPerUnit = 16,
                    int cellSize      = 16,
                    Func <byte, Unity_MapCollisionTypeGraphic> getCollisionTypeGraphicFunc = null,
                    Texture2D background         = null,
                    Texture2D parallaxBackground = null,
                    Unity_Sector[] sectors       = null)
 {
     Maps                        = maps;
     ObjManager                  = objManager;
     EventData                   = eventData ?? new List <Unity_Object>();
     Rayman                      = rayman;
     Localization                = localization;
     DefaultMap                  = defaultMap;
     DefaultCollisionMap         = defaultCollisionMap == -1 ? 0 : defaultCollisionMap;
     PixelsPerUnit               = pixelsPerUnit;
     CellSize                    = cellSize;
     GetCollisionTypeGraphicFunc = getCollisionTypeGraphicFunc ?? (x => ((R1_TileCollisionType)x).GetCollisionTypeGraphic());
     Background                  = background;
     ParallaxBackground          = parallaxBackground;
     Sectors                     = sectors;
 }
        public Unity_Object_GBARRRMode7Waypoint(GBARRR_Mode7Waypoint obj, Unity_ObjectManager objManager)
        {
            Object     = obj;
            ObjManager = objManager;

            // Default to no entries
            UIStates = new UIState[0];
        }
Пример #3
0
        public Unity_Level(Unity_Map[] maps,
                           Unity_ObjectManager objManager,
                           List <Unity_Object> eventData = null,
                           Unity_Object rayman           = null,
                           IReadOnlyDictionary <string, string[]> localization = null,
                           int defaultMap    = 0, int defaultCollisionMap = 0,
                           int pixelsPerUnit = 16,
                           int cellSize      = 16,
                           Func <ushort, string> getCollisionTypeNameFunc = null,
                           Func <ushort, Unity_MapCollisionTypeGraphic> getCollisionTypeGraphicFunc = null,
                           Texture2D background              = null,
                           Texture2D parallaxBackground      = null,
                           Unity_Sector[] sectors            = null,
                           Unity_IsometricData isometricData = null)
        {
            Maps                        = maps;
            ObjManager                  = objManager;
            EventData                   = eventData ?? new List <Unity_Object>();
            Rayman                      = rayman;
            Localization                = localization;
            DefaultMap                  = defaultMap;
            DefaultCollisionMap         = defaultCollisionMap == -1 ? 0 : defaultCollisionMap;
            PixelsPerUnit               = pixelsPerUnit;
            CellSize                    = cellSize;
            GetCollisionTypeNameFunc    = getCollisionTypeNameFunc ?? (x => ((R1_TileCollisionType)x).ToString());
            GetCollisionTypeGraphicFunc = getCollisionTypeGraphicFunc ?? (x => ((R1_TileCollisionType)x).GetCollisionTypeGraphic());
            Background                  = background;
            ParallaxBackground          = parallaxBackground;
            Sectors                     = sectors;
            IsometricData               = isometricData;

            MaxWidth  = Maps.Max(m => m.Width);
            MaxHeight = Maps.Max(m => m.Height);

            GridMap = new Unity_Map
            {
                Width   = MaxWidth,
                Height  = MaxHeight,
                TileSet = new Unity_TileSet[]
                {
                    new Unity_TileSet(Util.GetGridTex(cellSize), cellSize),
                },
                MapTiles = Enumerable.Range(0, MaxWidth * MaxHeight).Select(x => new Unity_Tile(new MapTile())).ToArray(),
                Type     = Unity_Map.MapType.Graphics,
                Layer    = Unity_Map.MapLayer.Overlay
            };
        }
Пример #4
0
 public override IEnumerable <Unity_Object> GetObjects(Context context, GBA_Scene scene, Unity_ObjectManager objManager, GBA_Data data) => data.Shanghai_Scene.Actors.Actors.Concat(data.Shanghai_Scene.Captors.Captors).Select(x => new Unity_Object_GBC(x, (Unity_ObjectManager_GBC)objManager)).ToArray();
Пример #5
0
 public override IEnumerable <Unity_Object> GetObjects(Context context, GBA_Scene scene, Unity_ObjectManager objManager, GBA_Data data) => new Unity_Object[]
 {
     new Unity_Object_GBAMadTrax((Unity_ObjectManager_GBAMadTrax)objManager)
     {
         CurrentSprite = 17,
         XPosition     = 178,
         YPosition     = 10
     },
 };
Пример #6
0
 public override IEnumerable <Unity_Object> GetObjects(Context context, GBA_Scene scene, Unity_ObjectManager objManager, GBA_Data data) => data.Milan_SceneList.Scene.ActorsBlock.Actors.Concat(data.Milan_SceneList.Scene.CaptorsBlock.Actors).Select(x => new Unity_Object_GBA(x, (Unity_ObjectManager_GBA)objManager));