C# Class Region, tf_client

A struct to describe a region in the world grid
Exibir arquivo Open project: wids-eria/tf_client Class Usage Examples

Public Properties

Property Type Description
bottom int
left int
right int
status TerrainManager.Status
top int

Public Methods

Method Description
Contains ( Vector3 p ) : bool

Tests whether the point is in the region

Encapsulate ( int x, int z ) : void

Grow the region to include the specified point

EncapsulateMegatiles ( ) : void

Encapsulates extents of all contained megatiles.

GetCenter ( Vector3 &pos ) : void
GetCenter ( float &x, float &z ) : void

Get the center of the region

GetCenter ( int &x, int &z ) : void

Get the center of the region

GetOverlap ( Region, otherRegion ) : Region,
Intersects ( Region, otherRegion ) : bool
Region ( ) : UnityEngine
Region ( ResourceTile, tiles ) : UnityEngine

Create a region that includes all of the specified tiles

Region ( ResourceTileLite, tiles ) : UnityEngine
Region ( int left, int right, int top, int bottom ) : UnityEngine

Construct using specified bounds

ToString ( ) : string

String reprensetation of the region

ToTerrainRegion ( Region, &reg ) : void

Convert to a region clamped in the space of the terrain

Method Details

Contains() public method

Tests whether the point is in the region
public Contains ( Vector3 p ) : bool
p Vector3 /// A ///
return bool

Encapsulate() public method

Grow the region to include the specified point
public Encapsulate ( int x, int z ) : void
x int /// A ///
z int /// A ///
return void

EncapsulateMegatiles() public method

Encapsulates extents of all contained megatiles.
public EncapsulateMegatiles ( ) : void
return void

GetCenter() public method

public GetCenter ( Vector3 &pos ) : void
pos Vector3
return void

GetCenter() public method

Get the center of the region
public GetCenter ( float &x, float &z ) : void
x float /// A ///
z float /// A ///
return void

GetCenter() public method

Get the center of the region
public GetCenter ( int &x, int &z ) : void
x int /// A ///
z int /// A ///
return void

GetOverlap() public method

public GetOverlap ( Region, otherRegion ) : Region,
otherRegion Region,
return Region,

Intersects() public method

public Intersects ( Region, otherRegion ) : bool
otherRegion Region,
return bool

Region() public method

public Region ( ) : UnityEngine
return UnityEngine

Region() public method

Create a region that includes all of the specified tiles
public Region ( ResourceTile, tiles ) : UnityEngine
tiles ResourceTile, /// A ///
return UnityEngine

Region() public method

public Region ( ResourceTileLite, tiles ) : UnityEngine
tiles ResourceTileLite,
return UnityEngine

Region() public method

Construct using specified bounds
public Region ( int left, int right, int top, int bottom ) : UnityEngine
left int /// A ///
right int /// A ///
top int /// A ///
bottom int /// A ///
return UnityEngine

ToString() public method

String reprensetation of the region
public ToString ( ) : string
return string

ToTerrainRegion() public method

Convert to a region clamped in the space of the terrain
public ToTerrainRegion ( Region, &reg ) : void
reg Region,
return void

Property Details

bottom public_oe property

inclusive bottom boundary for the region
public int bottom
return int

left public_oe property

inclusive left boundary for the region
public int left
return int

right public_oe property

inclusive right boundary for the region
public int right
return int

status public_oe static_oe property

public static TerrainManager.Status status
return TerrainManager.Status

top public_oe property

inclusive top boundary for the region
public int top
return int