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;
}
}
}