Пример #1
0
        public Base6Directions.Direction TransformDirection(Base6Directions.Direction baseDirection)
        {
            Base6Directions.Axis axis = Base6Directions.GetAxis(baseDirection);
            int num = (int)(baseDirection % Base6Directions.Direction.Left);

            switch (axis)
            {
            case Base6Directions.Axis.ForwardBackward:
                if (num != 1)
                {
                    return(this.Forward);
                }
                return(Base6Directions.GetFlippedDirection(this.Forward));

            case Base6Directions.Axis.LeftRight:
                if (num != 1)
                {
                    return(this.Left);
                }
                return(Base6Directions.GetFlippedDirection(this.Left));
            }
            if (num != 1)
            {
                return(this.Up);
            }
            return(Base6Directions.GetFlippedDirection(this.Up));
        }
Пример #2
0
 public MatrixI(Vector3I position, Base6Directions.Direction forward, Base6Directions.Direction up)
 {
     Translation = position;
     Right       = Base6Directions.GetFlippedDirection(Base6Directions.GetLeft(up, forward));
     Up          = up;
     Backward    = Base6Directions.GetFlippedDirection(forward);
 }
Пример #3
0
        /// <summary>
        /// Returns the direction baseDirection will point to after transformation
        /// </summary>
        public Base6Directions.Direction TransformDirection(Base6Directions.Direction baseDirection)
        {
            Base6Directions.Axis axis = Base6Directions.GetAxis(baseDirection);
            int flip = ((int)baseDirection % 2);

            if (axis == Base6Directions.Axis.ForwardBackward)
            {
                return(flip == 1 ? Base6Directions.GetFlippedDirection(Forward) : Forward);
            }
            if (axis == Base6Directions.Axis.LeftRight)
            {
                return(flip == 1 ? Base6Directions.GetFlippedDirection(Left) : Left);
            }
            Debug.Assert(axis == Base6Directions.Axis.UpDown, "Axis invalid in MyBlockOrientation");
            return(flip == 1 ? Base6Directions.GetFlippedDirection(Up) : Up);
        }