Example #1
0
    /// <summary>
    /// Deletes the tile that is at the direction given by methodDirection.
    /// Can be used to screw up a map, so don't do that
    /// </summary>
    public void deleteTile()
    {
        //Debug.Log("deleteTile() does not do anything right now");
        getCurrentNode();                                  // make sure node copy is current
        getCurrentMap();                                   // make sure map reference is current
        int tempIndex = currentNode[(int)methodDirection]; // get the node that this one connects to in that direction

        if (tempIndex >= 0)                                // can only delete that node if it exists
        {
            LevelEditor_2.deleteTile(currentMap, tempIndex);
            LevelEditor_2.cleanUpMap(currentMap);               // clean up the node array inside map, so that it doesn't have gaps in the array.
        }
        else
        {
            Debug.Log("Error: There is no node the " + methodDirection.ToString() + "-ern direction");
        }
        getCurrentNode();                                                                                    // node copy now out of date, update it
        GameManager.gameplay.nonEuclidRenderer.HandleRender(GameManager.Direction.East, currentNode, false); // draw changes to map
    }