using System; using System.Collections.Generic; using System.Linq; using System.Text; namespace Holo.Source.Managers.RoomManager { /// /// Represents a trigger square that invokes a special event. /// public class squareTrigger { /// /// The object of this trigger. /// internal readonly string Object; /// /// Optional. The new destination X of the virtual unit that invokes the trigger, walking. /// internal readonly int goalX; /// /// Optional. The new destination Y of the virtual unit that invokes the trigger, walking. /// internal readonly int goalY; /// /// Optional. The next X step of the virtual unit that invokes the trigger, stepping. /// internal readonly int stepX; /// /// Optional. The next Y step of the virtual unit that invokes the trigger, stepping. /// internal readonly int stepY; /// /// Optional. Optional. In case of a warp tile, this is the database ID of the destination room. /// internal readonly int roomID; /// /// Optional. A boolean flag for the trigger. /// internal bool State; /// /// Initializes the new trigger. /// /// The object of this rigger. /// Optional. The destination X of the virtual unit that invokes the trigger, walking. /// Optional. The destination Y of the virtual unit that invokes the trigger, walking. /// Optional. The next X step of the virtual unit that invokes the trigger, stepping. /// Optional. The next Y step of the virtual unit that invokes the trigger, stepping. /// Optional. In case of a warp tile, this is the database ID of the destination room. /// Optional. A boolean flag for the trigger. internal squareTrigger(string Object, int goalX, int goalY, int stepX, int stepY, bool State, int roomID) { this.Object = Object; this.goalX = goalX; this.goalY = goalY; this.stepX = stepX; this.stepY = stepY; this.roomID = roomID; this.State = State; } } }