private GameObject CreateTile(TileType type, Vector2 position) { //Cria um tile de tipo type na posicao position. Tambem o coloca como filho de mapParent, para depois centralizar. GameObject tile = tiles[type.GetHashCode()]; var go = Instantiate(tile, position, Quaternion.identity); go.transform.parent = mapParent; return(go); }
public override int GetHashCode() { int hash = 1; if (TileType != global::MM26.IO.Models.Tile.Types.TileType.Void) { hash ^= TileType.GetHashCode(); } hash ^= items_.GetHashCode(); if (GroundSprite.Length != 0) { hash ^= GroundSprite.GetHashCode(); } if (AboveSprite.Length != 0) { hash ^= AboveSprite.GetHashCode(); } if (_unknownFields != null) { hash ^= _unknownFields.GetHashCode(); } return(hash); }
// For Equals. public override int GetHashCode() { return(Type.GetHashCode()); }
public override int GetHashCode() { return(Tile.GetHashCode() + (Count << 15)); }
public override int GetHashCode() => type.GetHashCode();
public override int GetHashCode() { return(coordinates.GetHashCode() + type.GetHashCode()); }