internal Sector(CaveMeshes caveMeshes, int x, int y) { string index = string.Format("{0},{1}", x, y); GameObject = new GameObject(AppendIndex(SECTOR_NAME, index)); if (caveMeshes.HasCeilingMesh) { Ceiling = new CaveComponent(caveMeshes.ExtractCeilingMesh(), AppendIndex(CEILING_NAME, index), addCollider: false); SetChild(Ceiling); } if (caveMeshes.HasFloorMesh) { Floor = new CaveComponent(caveMeshes.ExtractFloorMesh(), AppendIndex(FLOOR_NAME, index), true); SetChild(Floor); } if (caveMeshes.HasWallMesh) { Walls = new CaveComponent(caveMeshes.ExtractWallMesh(), AppendIndex(WALL_NAME, index), true); SetChild(Walls); } }
void SetChild(CaveComponent component) { component.GameObject.transform.parent = GameObject.transform; }