//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) }); } }
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)); }