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https://git.do.srb2.org/STJr/UltimateZoneBuilder.git
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79 lines
2.1 KiB
C#
79 lines
2.1 KiB
C#
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#region ================== Copyright (c) 2014 Boris Iwanski
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/*
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* Copyright (c) 2014 Boris Iwanski
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* This program is released under GNU General Public License
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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*/
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#endregion
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using System.Collections.Generic;
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using CodeImp.DoomBuilder.Geometry;
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using CodeImp.DoomBuilder.Map;
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namespace CodeImp.DoomBuilder.ThreeDFloorMode
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{
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public class MergePoint
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{
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private Vector2D position;
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private int floorheight;
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private int ceilingheight;
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private string floortexture;
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private string ceilingtexture;
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private List<ThreeDFloor> threedfloors;
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public Vector2D Position { get { return position; } set { position = value; } }
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public int FloorHeight { get { return floorheight; } set { floorheight = value; } }
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public int CeilingHeight { get { return ceilingheight; } set { ceilingheight = value; } }
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public string FloorTexture { get { return floortexture; } set { floortexture = value; } }
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public string CeilingTexture { get { return ceilingtexture; } set { ceilingtexture = value; } }
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public List<ThreeDFloor> ThreeDFloors { get { return threedfloors; } }
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public MergePoint(Vector2D position)
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{
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this.position = position;
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threedfloors = new List<ThreeDFloor>();
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}
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public void Update()
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{
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List<Sector> sectors = new List<Sector>();
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foreach (Sector s in General.Map.Map.Sectors)
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{
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if (s.Intersect(position))
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sectors.Add(s);
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}
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if (sectors.Count == 0)
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return;
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floorheight = sectors[0].FloorHeight;
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ceilingheight = sectors[0].CeilHeight;
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floortexture = sectors[0].FloorTexture;
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ceilingtexture = sectors[0].CeilTexture;
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foreach (Sector s in sectors)
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{
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if (s.FloorHeight < floorheight)
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{
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floorheight = s.FloorHeight;
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floortexture = s.FloorTexture;
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}
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if (s.CeilHeight > ceilingheight)
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{
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ceilingheight = s.CeilHeight;
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ceilingtexture = s.CeilTexture;
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}
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}
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}
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}
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}
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