private void ColorSelectedNodeMesh(Node node, Color toColor) { List <Node> nodes = mapObject.GetNeighbours(node, 3); NodeMesh n = null; if (nodes.Count == 0) { return; } // This gets the NodeMesh that's closest to the selected node. float d = Vector3.Distance(nodes[0].position, node.position); foreach (Node nodeObject in nodes) { if (nodeObject.GetType() == typeof(NodeMesh) && Vector3.Distance(node.position, nodeObject.position) < d) { d = Vector3.Distance(node.position, nodeObject.position); n = (NodeMesh)nodeObject; } } if (n != null) { n.SetFaceColor(node, toColor); } }
public override void OnNodeEnable() { node = target as NodeMesh; meshPreview = new GUIMeshPreview(); previewMaterial = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat"); }
//debug attributes: stuff used to make debugging easier. // Start is called before the first frame update void Start() { rb = transform.GetComponent <Rigidbody2D>(); player = GameObject.FindGameObjectWithTag("Player"); nodeMesh = GameObject.FindGameObjectWithTag("NodeMesh").GetComponent <NodeMesh>(); EnterPark(); //find nearest park node and go to it }
// Use this for initialization void Start() { Debug.Log("Find Board"); nodemesh = GameObject.Find("Board").GetComponent <NodeMesh>(); nodes = GameObject.Find("Nodes").transform; Debug.Log("Creating objects"); createHands(); createPrisons(); createWitchers(); createCrowns(); createNodes(); createTokens(); }