/* * Genereate the floor mesh using the randomly generate map * and create the vertical wall */ public void GenerateMesh(int[,] map, float squareSize) { outlines.Clear(); checkedList.Clear(); tD.Clear(); sq = new SquareMap(map, squareSize); vertices = new List <Vector3>(); triangles = new List <int>(); for (int x = 0; x < sq.squares.GetLength(0); x++) { for (int y = 0; y < sq.squares.GetLength(1); y++) { TrigulateSquare(sq.squares[x, y]); } } Mesh mesh = new Mesh(); mesh.vertices = vertices.ToArray(); mesh.triangles = triangles.ToArray(); mesh.RecalculateNormals(); floor.mesh = mesh; createWallMesh(); }
void Generate() { switch (this.type) { case MapType.Square: var gen = new SquareMap(this); gen.Generate(); break; } }