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