// Use this for initialization void Start() { clockRunning = false; Debug.Log("Enter the World Scene!"); // Assign the world created from the loading screen. TheWorld = LoadingScreenController.TheWorld; // Generate the model files eventually // Construct the model from text files if (TheWorld == null) { TheWorld = new World(50, 50, false); } // Construct the elevation view // Get the Mesh components MeshFilter meshFilter = GetComponent <MeshFilter>(); MeshRenderer meshRenderer = GetComponent <MeshRenderer>(); MeshCollider meshCollider = GetComponent <MeshCollider>(); // Create and attach the mesh Mesh mesh = WorldView.BuildMesh(TheWorld.elevationVertices); meshFilter.mesh = mesh; meshCollider.sharedMesh = mesh; // Create and attach the texture meshRenderer.sharedMaterial.mainTexture = WorldView.BuildElevationTexture(TheWorld); currentView = "Elevation"; Debug.Log("Elevation View Made!"); // Set the time day = 0; year = 1; // Initialize the Game interaction Controllers mouseController = new TileMouseOver(meshCollider, meshRenderer); }
// Toggles between the two world display methods public void ToggleView() { MeshRenderer meshRenderer = GetComponent <MeshRenderer>(); switch (currentView) { case "Elevation": meshRenderer.sharedMaterial.mainTexture = WorldView.BuildHabitatTexture(TheWorld, textureMap); mouseController.ToggleButtonDisplayName(currentView); currentView = "Habitat"; Debug.Log("Habitat View Made!"); break; case "Habitat": meshRenderer.sharedMaterial.mainTexture = WorldView.BuildElevationTexture(TheWorld); mouseController.ToggleButtonDisplayName(currentView); currentView = "Elevation"; Debug.Log("Elevation View Made!"); break; } }