Beispiel #1
0
    public Hex GetNeighbour(HexDirection direction)
    {
        if ((int)direction > HexDirectionUtility.DirectionCount())
        {
            direction = (HexDirection)((int)direction & HexDirectionUtility.DirectionCount());
        }

        if ((int)direction < 0)
        {
            direction = (HexDirection)(HexDirectionUtility.DirectionCount() & (int)direction);
        }

        return(neighbours[(int)direction]);
    }
Beispiel #2
0
    private void TriangulateBorder(ref List <Hex> a_area, ref List <Hex> a_exclude)
    {
        bool process = false;

        // Process each hex in area by checking if one of their neighbours are outside the area, and add them to the border if true
        foreach (Hex tile in a_area)
        {
            process = a_exclude != null ? !a_exclude.Contains(tile) : true;

            // Don't process tiles in the excluded list
            if (process)
            {
                foreach (Hex neighbour in tile.Neighbours)
                {
                    // check if the neighbour is outside of the area, if it's on the excluded list then don't check (useful when a unit is blocking a hex but shouldn’t have a border)
                    if (!a_area.Contains(neighbour) && (a_exclude != null && !a_exclude.Contains(neighbour)))
                    {
                        border.Add(tile);
                        break; // break because if one neighbour is outside the area then it's a border hex
                    }
                }
            }
        }

        // process each hex in border and add the points that border the outside of the area
        foreach (Hex tile in border)
        {
            for (int i = 0; i < tile.Neighbours.Count; i++)
            {
                HexDirection direction = HexDirectionUtility.DirectionFromNeighbour(tile, tile.Neighbours[i]);

                Vector3 centre = tile.transform.localPosition;

                process = a_exclude != null ? !a_exclude.Contains(tile.Neighbours[i]) : true;

                if (!a_area.Contains(tile.Neighbours[i]) && process)
                {
                    AddTriangle(
                        centre + HexUtility.GetFirstCorner(direction),
                        centre + HexUtility.GetSecondCorner(direction),
                        centre + HexUtility.GetFirstCorner(direction) * inverseThickness
                        );

                    AddTriangleUV(
                        centre + HexUtility.GetFirstCorner(direction),
                        centre + HexUtility.GetSecondCorner(direction),
                        centre + HexUtility.GetFirstCorner(direction) * inverseThickness
                        );

                    AddTriangle(
                        centre + HexUtility.GetSecondCorner(direction) * inverseThickness,
                        centre + HexUtility.GetFirstCorner(direction) * inverseThickness,
                        centre + HexUtility.GetSecondCorner(direction)
                        );

                    AddTriangleUV(
                        centre + HexUtility.GetSecondCorner(direction) * inverseThickness,
                        centre + HexUtility.GetFirstCorner(direction) * inverseThickness,
                        centre + HexUtility.GetSecondCorner(direction)
                        );
                }
                else if (border.Contains(tile.Neighbours[i]))
                {
                    int closestCorner = ClosestToOutside(tile, centre + HexUtility.GetFirstCorner(direction), centre + HexUtility.GetSecondCorner(direction), ref a_area, ref a_exclude);

                    if (closestCorner == 2)
                    {
                        AddTriangle(
                            centre + HexUtility.GetSecondCorner(direction),
                            centre + HexUtility.GetSecondCorner(direction) * inverseThickness,
                            centre + HexUtility.GetSecondCorner(direction) + (HexUtility.GetFirstCorner(direction) - HexUtility.GetSecondCorner(direction)) * borderThickness
                            );

                        AddTriangleUV(
                            centre + HexUtility.GetSecondCorner(direction),
                            centre + HexUtility.GetSecondCorner(direction) * inverseThickness,
                            centre + HexUtility.GetSecondCorner(direction) + (HexUtility.GetFirstCorner(direction) - HexUtility.GetSecondCorner(direction)) * borderThickness
                            );
                    }
                    else if (closestCorner == 1)
                    {
                        AddTriangle(
                            centre + HexUtility.GetFirstCorner(direction),
                            centre + HexUtility.GetFirstCorner(direction) + (HexUtility.GetSecondCorner(direction) - HexUtility.GetFirstCorner(direction)) * borderThickness,
                            centre + HexUtility.GetFirstCorner(direction) * inverseThickness
                            );

                        AddTriangleUV(
                            centre + HexUtility.GetFirstCorner(direction),
                            centre + HexUtility.GetFirstCorner(direction) + (HexUtility.GetSecondCorner(direction) - HexUtility.GetFirstCorner(direction)) * borderThickness,
                            centre + HexUtility.GetFirstCorner(direction) * inverseThickness
                            );
                    }
                }
            }
        }
    }