Exemple #1
0
 //Gets the vertex coordinates based on the side
 Vector3[] GetTrianglePoints(TileData.Triangle.Side side)
 {
     if (side == TileData.Triangle.Side.Up)
     {
         return(new Vector3[] { new Vector3(0, 0, TileSize), new Vector3(TileSize, 0, TileSize), new Vector3(TileSize / 2, 0, TileSize / 2) });
     }
     else if (side == TileData.Triangle.Side.Right)
     {
         return(new Vector3[] { new Vector3(TileSize, 0, TileSize), new Vector3(TileSize, 0, 0), new Vector3(TileSize / 2, 0, TileSize / 2) });
     }
     else if (side == TileData.Triangle.Side.Down)
     {
         return(new Vector3[] { new Vector3(TileSize, 0, 0), new Vector3(0, 0, 0), new Vector3(TileSize / 2, 0, TileSize / 2) });
     }
     else
     {
         return(new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 0, TileSize), new Vector3(TileSize / 2, 0, TileSize / 2) });
     }
 }
Exemple #2
0
    void SetTriangleDirection(GameObject triangleGameObject, TileData.Triangle.Side side)
    {
        int direction = 0;

        if (side == TileData.Triangle.Side.Down)
        {
            direction = 180;
        }
        else if (side == TileData.Triangle.Side.Left)
        {
            direction = 270;
        }
        else if (side == TileData.Triangle.Side.Right)
        {
            direction = 90;
        }
        else if (side == TileData.Triangle.Side.Up)
        {
            direction = 0;
        }

        triangleGameObject.transform.rotation = Quaternion.Euler(new Vector3(0, direction, 0));
    }