Modified weapon scripts to eliminate specialized projectile behavior - allows charged weapons to have projectiles and modify weapon stats when charged Added machine gun weapon & VFX Moved third party code to Plugins folder to improve compile times
48 lines
No EOL
1.4 KiB
C#
48 lines
No EOL
1.4 KiB
C#
using System;
|
|
using System.Collections.Generic;
|
|
using Microsoft.Msagl.Core.Geometry;
|
|
using Microsoft.Msagl.Routing.ConstrainedDelaunayTriangulation;
|
|
using Microsoft.Msagl.Routing.Visibility;
|
|
|
|
namespace Microsoft.Msagl.Routing.Spline.Bundling {
|
|
internal class SdVertex {
|
|
internal VisibilityVertex VisibilityVertex;
|
|
internal List<SdBoneEdge> InBoneEdges = new List<SdBoneEdge>();
|
|
internal List<SdBoneEdge> OutBoneEdges = new List<SdBoneEdge>();
|
|
|
|
internal SdVertex Prev {
|
|
get {
|
|
if (PrevEdge == null) return null;
|
|
return PrevEdge.Source == this ? PrevEdge.Target : PrevEdge.Source;
|
|
}
|
|
}
|
|
|
|
internal SdBoneEdge PrevEdge { get; set; }
|
|
|
|
internal SdVertex(VisibilityVertex visibilityVertex) {
|
|
VisibilityVertex = visibilityVertex;
|
|
}
|
|
|
|
internal CdtTriangle Triangle;
|
|
|
|
internal bool IsSourceOfRouting { get; set; }
|
|
|
|
internal bool IsTargetOfRouting { get; set; }
|
|
|
|
internal Point Point { get { return VisibilityVertex.Point; } }
|
|
|
|
double cost;
|
|
|
|
internal double Cost {
|
|
get {
|
|
if (IsSourceOfRouting) return cost;
|
|
return Prev == null ? double.PositiveInfinity : cost;
|
|
}
|
|
set { cost = value; }
|
|
}
|
|
|
|
public void SetPreviousToNull() {
|
|
PrevEdge = null;
|
|
}
|
|
}
|
|
} |