protected Block() { Left = new BlockFaceEdge(); Right = new BlockFaceEdge(); Top = new BlockFaceEdge(); Bottom = new BlockFaceEdge(); Lid = new BlockFaceLid(); Coors = new List <VertexPositionNormalTexture>(); IndexBufferCollection = new List <int>(); }
protected Block(BlockStructure blockStructure, Vector3 pos) { BlockStructure = blockStructure; Left = new BlockFaceEdge(blockStructure.Left); Right = new BlockFaceEdge(blockStructure.Right); Top = new BlockFaceEdge(blockStructure.Top); Bottom = new BlockFaceEdge(blockStructure.Bottom); Lid = new BlockFaceLid(blockStructure.Lid); Arrows = (RoadTrafficType) blockStructure.Arrows; ParseSlope(blockStructure.SlopeType); Position = pos; Coors = new List<VertexPositionNormalTexture>(); IndexBufferCollection = new List<int>(); Left.FixTileWallCollision(); Right.FixTileWallCollision(); Top.FixTileWallCollision(); Bottom.FixTileWallCollision(); }
protected Block(BlockStructure blockStructure, Vector3 pos) { BlockStructure = blockStructure; Left = new BlockFaceEdge(blockStructure.Left); Right = new BlockFaceEdge(blockStructure.Right); Top = new BlockFaceEdge(blockStructure.Top); Bottom = new BlockFaceEdge(blockStructure.Bottom); Lid = new BlockFaceLid(blockStructure.Lid); Arrows = (RoadTrafficType)blockStructure.Arrows; ParseSlope(blockStructure.SlopeType); Position = pos; Coors = new List <VertexPositionNormalTexture>(); IndexBufferCollection = new List <int>(); Left.FixTileWallCollision(); Right.FixTileWallCollision(); Top.FixTileWallCollision(); Bottom.FixTileWallCollision(); }
protected Block() { Left = new BlockFaceEdge(); Right = new BlockFaceEdge(); Top = new BlockFaceEdge(); Bottom = new BlockFaceEdge(); Lid = new BlockFaceLid(); Coors = new List<VertexPositionNormalTexture>(); IndexBufferCollection = new List<int>(); }