示例#1
0
 public CaveWall(Vector2 position, char tile, float width, float height)
     : base(position)
 {
     fillTile   = tile;
     Collider   = new Hitbox(width, height);
     Depth      = -13001;
     Add(cutout = new EffectCutout());
 }
示例#2
0
 public CaveWall(Vector2 position, char tile, float width, float height, bool disableTransitionFading)
     : base(position)
 {
     fillTile = tile;
     this.disableTransitionFading = disableTransitionFading;
     Collider   = new Hitbox(width, height);
     Depth      = -13001;
     Add(cutout = new EffectCutout());
 }
示例#3
0
        public override void Awake(Scene scene)
        {
            base.Awake(scene);

            // get some variables from the parent class.
            DynData <ExitBlock> self = new DynData <ExitBlock>(this);

            tiles  = self.Get <TileGrid>("tiles");
            cutout = self.Get <EffectCutout>("cutout");

            // hide the block if the flag is initially inactive.
            if (SceneAs <Level>().Session.GetFlag(flag) == inverted)
            {
                cutout.Alpha = tiles.Alpha = 0f;
                Collidable   = false;
            }
        }
示例#4
0
 public CustomizableGlassExitBlock(EntityData data, Vector2 offset) : base(data, offset)
 {
     Add(cutout = new EffectCutout());
 }