TechbloxModdingAPI/GamecraftModdingAPI/Blocks/Rotation.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Unity.Mathematics;
namespace GamecraftModdingAPI.Blocks
{
/// <summary>
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/// Common block rotation operations.
/// The functionality in this class is not completely implemented and will only work in build mode.
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/// </summary>
public static class Rotation
{
private static RotationEngine rotationEngine = new RotationEngine();
/// <summary>
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/// Rotate a single block by a specific amount in degrees.
/// This not destroy inter-block connections, so neighbouring blocks will remain attached despite appearances.
/// The cube placement grid and collision are also rotated.
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/// </summary>
/// <param name="id">The block's id</param>
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/// <param name="vector">The rotation amount around the x,y,z-axis</param>
/// <returns>Whether the operation was successful</returns>
public static bool RotateBlock(uint id, float3 vector)
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{
if (rotationEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsBuildMode())
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{
rotationEngine.RotateBlock(id, vector);
return true;
}
return false;
}
/// <summary>
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/// Rotate all connected blocks by a specific amount in degrees.
/// This does not do anything because it has not been implemented.
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/// </summary>
/// <param name="id">The starting block's id</param>
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/// <param name="vector">The rotation around the x,y,z-axis</param>
/// <returns>Whether the operation was successful</returns>
public static bool RotateConnectedBlocks(uint id, float3 vector)
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{
if (rotationEngine.IsInGame && GamecraftModdingAPI.Utility.GameState.IsBuildMode())
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{
rotationEngine.RotateConnectedBlocks(id, vector);
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return true;
}
return false;
}
public static void Init()
{
GamecraftModdingAPI.Utility.GameEngineManager.AddGameEngine(rotationEngine);
}
}
}