using System.Runtime.Serialization;
using MonoGame.Extended.Tiled;
namespace MLEM.Extended.Tiled {
///
/// A struct that represents a position on a with multiple layers.
///
[DataContract]
public struct LayerPosition {
///
/// The name of the layer that this position is on
///
[DataMember]
public string Layer;
///
/// The x coordinate of this position
///
[DataMember]
public int X;
///
/// The y coordinate of this position
///
[DataMember]
public int Y;
///
/// Creates a new layer position with the given settings
///
/// The layer name
/// The x coordinate
/// The y coordinate
public LayerPosition(string layerName, int x, int y) {
this.Layer = layerName;
this.X = x;
this.Y = y;
}
///
public static bool operator ==(LayerPosition left, LayerPosition right) {
return left.Equals(right);
}
///
public static bool operator !=(LayerPosition left, LayerPosition right) {
return !left.Equals(right);
}
///
public bool Equals(LayerPosition other) {
return this.Layer == other.Layer && this.X == other.X && this.Y == other.Y;
}
///
public override bool Equals(object obj) {
return obj is LayerPosition other && this.Equals(other);
}
///
public override int GetHashCode() {
var hashCode = this.Layer.GetHashCode();
hashCode = (hashCode * 397) ^ this.X;
hashCode = (hashCode * 397) ^ this.Y;
return hashCode;
}
///
public override string ToString() {
return $"{nameof(this.Layer)}: {this.Layer}, {nameof(this.X)}: {this.X}, {nameof(this.Y)}: {this.Y}";
}
}
}