// TODO: May need to be re-enabled...hope not, since all blockdata that gets instantiated should get its coordinates too. // public BlockData(Block block) { // this.block = block; // direction = BlockDirection.Z_PLUS; // } public OCBlockData(OpenCog.BlockSet.BaseBlockSet.OCBlock block, Vector3i globalPosition) { this.block = block; this._globalX = globalPosition.x; this._globalY = globalPosition.y; this._globalZ = globalPosition.z; direction = OCBlockDirection.Z_PLUS; }
// TODO: May need to be re-enabled...hope not, since all blockdata that gets instantiated should get its coordinates too. // public BlockData(Block block) { // this.block = block; // direction = BlockDirection.Z_PLUS; // } // public OCBlockData() // { // } public OCBlockData Init(OpenCog.BlockSet.BaseBlockSet.OCBlock block, Vector3i globalPosition) { this.block = block; this._globalX = globalPosition.x; this._globalY = globalPosition.y; this._globalZ = globalPosition.z; direction = OCBlockDirection.Z_PLUS; return this; }
public void SetDirection(UnityEngine.Vector3 dir) { if (UnityEngine.Mathf.Abs(dir.z) >= UnityEngine.Mathf.Abs(dir.x)) { // 0 или 180 if (dir.z >= 0) { this.direction = OCBlockDirection.Z_PLUS; } this.direction = OCBlockDirection.Z_MINUS; } else { // 90 или 270 if (dir.x >= 0) { this.direction = OCBlockDirection.X_PLUS; } this.direction = OCBlockDirection.X_MINUS; } }
public void SetDirection(OCBlockDirection direction) { this.direction = direction; }
public void SetDirection(UnityEngine.Vector3 dir) { if(UnityEngine.Mathf.Abs(dir.z) >= UnityEngine.Mathf.Abs(dir.x)) { // 0 или 180 if(dir.z >= 0) { this.direction = OCBlockDirection.Z_PLUS; } this.direction = OCBlockDirection.Z_MINUS; } else { // 90 или 270 if(dir.x >= 0) { this.direction = OCBlockDirection.X_PLUS; } this.direction = OCBlockDirection.X_MINUS; } }