private void unsetRoomUnitTileState(roomUnit pUnit) { if (this.gridState[pUnit.X, pUnit.Y] == roomTileState.Interactive) { List<floorItem> Items = this.getFloorItems(pUnit.X, pUnit.Y); foreach (floorItem lItem in Items) { if (lItem.Definition.Behaviour.canSitOnTop) // User was seated, remove sit animation and reset height { pUnit.removeStatus("sit"); pUnit.Z = this.gridHeight[pUnit.X, pUnit.Y]; } } } }
private void setRoomUnitTileState(roomUnit pUnit) { pUnit.removeStatus("sit"); pUnit.removeStatus("lay"); List<floorItem> tileItems = this.getFloorItems(pUnit.X, pUnit.Y); foreach (Items.floorItem lItem in tileItems) { if (lItem.Definition.Behaviour.canSitOnTop) { pUnit.Z = lItem.Z; pUnit.rotationHead = lItem.Rotation; pUnit.rotationBody = lItem.Rotation; pUnit.removeStatus("dance"); pUnit.addStatus("sit", "sit", stringFunctions.formatFloatForClient(lItem.Definition.topHeight), 0, null, 0, 0); } else if (lItem.Definition.Behaviour.canLayOnTop) { //pUnit.X = lItem.X; //pUnit.Y = lItem.Y; pUnit.Z = lItem.Z; pUnit.rotationBody = lItem.Rotation; pUnit.rotationHead = lItem.Rotation; pUnit.removeStatus("dance"); pUnit.removeStatus("handitem"); pUnit.addStatus("lay", "lay", stringFunctions.formatFloatForClient(lItem.Definition.topHeight) + " null", 0, null, 0, 0); } } }