Пример #1
0
        public InfoOverlay(LogicalMap2D logicalMap)
        {
            _logicalMap = logicalMap ?? throw new ArgumentNullException(nameof(logicalMap));
            // 1 tile padding all around so we don't have to worry about edge conditions in the shader
            _tiles             = new byte[Width * Height];
            _logicalMap.Dirty += (sender, args) =>
            {
                if (args.Type != IconChangeType.Trigger)
                {
                    return;
                }

                int index    = _logicalMap.Index(args.X, args.Y);
                var zone     = _logicalMap.GetZone(index);
                var triggers = zone?.Trigger ?? 0;
                _tiles[Index(args.X, args.Y)] = BuildTile(triggers);
                BufferDirty = true;
            };
            On <BeginFrameEvent>(_ => _flags = 0);
            On <CursorModeEvent>(e
                                 => _flags |= e.Mode switch
            {
                CursorMode.Examine => InfoOverlayFlags.VerbExamine,
                CursorMode.Manipulate => InfoOverlayFlags.VerbManipulate,
                CursorMode.Talk => InfoOverlayFlags.VerbTalk,
                CursorMode.Take => InfoOverlayFlags.VerbTake,
                _ => 0
            });
Пример #2
0
 public Passability GetPassability(Vector2 tilePosition) =>
 _logicalMap.GetPassability(_logicalMap.Index((int)tilePosition.X, (int)tilePosition.Y));