public void SetNeighbourVects()
    {
        if (!NeighbourVects.Any())
        {
            Vector3Int ownVect = new Vector3Int(CubeID.x, CubeID.y, CubeID.z);

            //NeighbourVects.Add(new Vector3Int (ownVect.x - 2, ownVect.y - 2, ownVect.z - 2)); // 0
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y - 2, ownVect.z - 2));  // 1
            //NeighbourVects.Add(new Vector3Int (ownVect.x + 2, ownVect.y - 2, ownVect.z - 2)); // 2
            //
            NeighbourVects.Add(new Vector3Int(ownVect.x - 2, ownVect.y - 2, ownVect.z + 0));  // 3
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y - 2, ownVect.z + 0));  // 4 directly below
            NeighbourVects.Add(new Vector3Int(ownVect.x + 2, ownVect.y - 2, ownVect.z + 0));  // 5
                                                                                              //
            //NeighbourVects.Add(new Vector3Int (ownVect.x - 2, ownVect.y - 2, ownVect.z + 2)); // 6
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y - 2, ownVect.z + 2));  // 7
            //NeighbourVects.Add(new Vector3Int (ownVect.x + 2, ownVect.y - 2, ownVect.z + 2)); // 8

            /////////////////////////////////
            NeighbourVects.Add(new Vector3Int(ownVect.x - 2, ownVect.y + 0, ownVect.z - 2));  // 9
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y + 0, ownVect.z - 2));  // 10 infront (south)
            NeighbourVects.Add(new Vector3Int(ownVect.x + 2, ownVect.y + 0, ownVect.z - 2));  // 11

            NeighbourVects.Add(new Vector3Int(ownVect.x - 2, ownVect.y + 0, ownVect.z + 0));  // 12 side (west)
            //NeighbourVects.Add(ownVect);                                                   // 13 //// MIDDLE
            NeighbourVects.Add(new Vector3Int(ownVect.x + 2, ownVect.y + 0, ownVect.z + 0));  // 14 side (east)

            NeighbourVects.Add(new Vector3Int(ownVect.x - 2, ownVect.y + 0, ownVect.z + 2));  // 15
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y + 0, ownVect.z + 2));  // 16 back (North)
            NeighbourVects.Add(new Vector3Int(ownVect.x + 2, ownVect.y + 0, ownVect.z + 2));  // 17
            /////////////////////////////////

            //NeighbourVects.Add(new Vector3Int (ownVect.x - 2, ownVect.y + 2, ownVect.z - 2)); // 18
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y + 2, ownVect.z - 2));  // 19
            //NeighbourVects.Add(new Vector3Int (ownVect.x + 2, ownVect.y + 2, ownVect.z - 2)); // 20
            //
            NeighbourVects.Add(new Vector3Int(ownVect.x - 2, ownVect.y + 2, ownVect.z + 0));  // 21
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y + 2, ownVect.z + 0));  // 22 directly above
            NeighbourVects.Add(new Vector3Int(ownVect.x + 2, ownVect.y + 2, ownVect.z + 0));  // 23
                                                                                              //
            //NeighbourVects.Add(new Vector3Int (ownVect.x - 2, ownVect.y + 2, ownVect.z + 2)); // 24
            NeighbourVects.Add(new Vector3Int(ownVect.x + 0, ownVect.y + 2, ownVect.z + 2));  // 25

            /////////////////////////////////
        }
    }
Example #2
0
    public void SetNeighbourVects()
    {
        Vector3 ownVect = new Vector3(CubeLocVector.x, CubeLocVector.y, CubeLocVector.z);

        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y - 2, ownVect.z - 2)); // 0
        //neighVects.Add(new Vector3 (ownVect.x + 0, ownVect.y - 2, ownVect.z - 2)); // 1
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y - 2, ownVect.z - 2)); // 2
        //
        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y - 2, ownVect.z + 0)); // 3
        NeighbourVects.Add(new Vector3(ownVect.x + 0, ownVect.y - 2, ownVect.z + 0));          // 4 directly below
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y - 2, ownVect.z + 0)); // 5
        //
        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y - 2, ownVect.z + 2)); // 6
        //neighVects.Add(new Vector3 (ownVect.x + 0, ownVect.y - 2, ownVect.z + 2)); // 7
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y - 2, ownVect.z + 2)); // 8

        /////////////////////////////////
        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y + 0, ownVect.z - 2)); // 9
        NeighbourVects.Add(new Vector3(ownVect.x + 0, ownVect.y + 0, ownVect.z - 2));  // 10 infront (south)
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y + 0, ownVect.z - 2)); // 11

        NeighbourVects.Add(new Vector3(ownVect.x - 2, ownVect.y + 0, ownVect.z + 0));  // 12 side (west)
        NeighbourVects.Add(ownVect);                                                   // 13 //// MIDDLE
        NeighbourVects.Add(new Vector3(ownVect.x + 2, ownVect.y + 0, ownVect.z + 0));  // 14 side (east)

        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y + 0, ownVect.z + 2)); // 15
        NeighbourVects.Add(new Vector3(ownVect.x + 0, ownVect.y + 0, ownVect.z + 2));  // 16 back (North)
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y + 0, ownVect.z + 2)); // 17
        /////////////////////////////////

        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y + 2, ownVect.z - 2)); // 18
        //neighVects.Add(new Vector3 (ownVect.x + 0, ownVect.y + 2, ownVect.z - 2)); // 19
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y + 2, ownVect.z - 2)); // 20
        //
        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y + 2, ownVect.z + 0)); // 21
        NeighbourVects.Add(new Vector3(ownVect.x + 0, ownVect.y + 2, ownVect.z + 0));  // 22 directly above
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y + 2, ownVect.z + 0)); // 23
        //
        //neighVects.Add(new Vector3 (ownVect.x - 2, ownVect.y + 2, ownVect.z + 2)); // 24
        //neighVects.Add(new Vector3 (ownVect.x + 0, ownVect.y + 2, ownVect.z + 2)); // 25
        //neighVects.Add(new Vector3 (ownVect.x + 2, ownVect.y + 2, ownVect.z + 2)); // 26

        /////////////////////////////////
    }