private void DrawTiles() { for (int x = 0; x < mapModel.Width; x++) { for (int y = 0; y < mapModel.Height; y++) { GameObject hex_go = Instantiate( HexagonPrefab, new Vector3(HexMapHelper.GetXPosition(x, y), -0.1f, HexMapHelper.GetZPosition(y)), Quaternion.identity); hex_go.transform.SetParent(this.transform); hex_go.name = "Hex_" + x + "_" + y; hex_go.GetComponent <Hex>().SetModel(mapModel.Table[x][y]); // TODO: Quill needs to explain different optimization later... hex_go.isStatic = true; } } }
internal void SetModel(BuildingModel model) { transform.position = new Vector3(HexMapHelper.GetXPosition(model.X, model.Y), model.Altitude, HexMapHelper.GetZPosition(model.Y)); model._State.Subscribe(_ => SetState(_)).AddTo(disposables); }