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add a tiled method that doesn't require ushort casts to get tiles
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dbe02645f1
commit
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3 changed files with 7 additions and 3 deletions
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@ -33,7 +33,7 @@ namespace MLEM.Extended.Tiled {
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public void UpdateDrawInfo(int layerIndex, int x, int y) {
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public void UpdateDrawInfo(int layerIndex, int x, int y) {
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var layer = this.map.TileLayers[layerIndex];
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var layer = this.map.TileLayers[layerIndex];
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var tile = layer.GetTile((ushort) x, (ushort) y);
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var tile = layer.GetTile(x, y);
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if (tile.IsBlank)
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if (tile.IsBlank)
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return;
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return;
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var tileset = tile.GetTileset(this.map);
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var tileset = tile.GetTileset(this.map);
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@ -54,7 +54,11 @@ namespace MLEM.Extended.Tiled {
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public static TiledMapTile GetTile(this TiledMap map, string layerName, int x, int y) {
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public static TiledMapTile GetTile(this TiledMap map, string layerName, int x, int y) {
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var layer = map.GetLayer<TiledMapTileLayer>(layerName);
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var layer = map.GetLayer<TiledMapTileLayer>(layerName);
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return layer != null ? layer.GetTile((ushort) x, (ushort) y) : default;
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return layer != null ? layer.GetTile(x, y) : default;
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}
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public static TiledMapTile GetTile(this TiledMapTileLayer layer, int x, int y) {
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return layer.GetTile((ushort) x, (ushort) y);
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}
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}
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public static RectangleF GetArea(this TiledMapObject obj, TiledMap map, Vector2 position) {
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public static RectangleF GetArea(this TiledMapObject obj, TiledMap map, Vector2 position) {
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@ -32,7 +32,7 @@ namespace MLEM.Extended.Tiled {
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public void UpdateCollisionInfo(int layerIndex, int x, int y) {
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public void UpdateCollisionInfo(int layerIndex, int x, int y) {
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var layer = this.map.TileLayers[layerIndex];
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var layer = this.map.TileLayers[layerIndex];
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var tile = layer.GetTile((ushort) x, (ushort) y);
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var tile = layer.GetTile(x, y);
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if (tile.IsBlank)
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if (tile.IsBlank)
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return;
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return;
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var tilesetTile = tile.GetTilesetTile(this.map);
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var tilesetTile = tile.GetTilesetTile(this.map);
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