// Use this for initialization
    void Start()
    {
        time = Time.realtimeSinceStartup;

        objectsInArea = Physics.OverlapBox(size / 2, size / 2);         //Physics.BoxCastAll (size / 2, size / 2, Vector3.zero);
        foreach (Collider hit in objectsInArea)
        {
            objs.Add(hit.transform.gameObject);
        }
        foreach (GameObject obj in objs)
        {
            MeshFilter     temp     = obj.GetComponent <MeshFilter> ();
            List <Vector3> tempVert = new List <Vector3>();
            temp.mesh.GetVertices(tempVert);
            Vector3 pos;
            Vector3 objSize = obj.transform.lossyScale;
            Vector3 objPos  = obj.transform.position;
            foreach (Vector3 vert in tempVert)
            {
                pos = new Vector3((vert.x * objSize.x) + objPos.x, (vert.y * objSize.y) + objPos.y, (vert.z * objSize.z) + objPos.z);
                vertexPoints.Add(pos);
            }
        }


        actualSize = size / radius;

        for (int a = 0; a < actualSize.x; a++)
        {
            for (int b = 0; b < actualSize.y; b++)
            {
                for (int c = 0; c < actualSize.z; c++)
                {
                    gridSpace temp = new gridSpace(new Vector3(a, b, c) * radius, 0);
                    if (c > 0)
                    {
                        areas [(int)((a * (actualSize.z * actualSize.y)) + (b * actualSize.z) + c - 1)].front = temp;
                        temp.back = areas [(int)((a * (actualSize.z * actualSize.y)) + (b * actualSize.z) + c - 1)];
                    }

                    if (b > 0)
                    {
                        areas [(int)((a * (actualSize.z * actualSize.y)) + ((b - 1) * actualSize.z) + c)].up = temp;
                        temp.down = areas [(int)((a * (actualSize.z * actualSize.y)) + ((b - 1) * actualSize.z) + c)];
                    }

                    if (a > 0)
                    {
                        areas [(int)(((a - 1) * (actualSize.z * actualSize.y)) + (b * actualSize.z) + c)].up = temp;
                        temp.down = areas [(int)(((a - 1) * (actualSize.z * actualSize.y)) + (b * actualSize.z) + c)];
                    }

                    areas.Add(temp);
                }
            }
        }
        //int i = 0;
        foreach (Vector3 vert in vertexPoints)
        {
            int x = Mathf.RoundToInt(vert.x / radius);
            int y = Mathf.RoundToInt(vert.y / radius);
            int z = Mathf.RoundToInt(vert.z / radius);
            areas [(int)((x * (actualSize.z * actualSize.y)) + (y * actualSize.z) + z)].area = 1;
        }

        done = true;
    }
Exemple #2
0
 public void SetTile(int x, int y, gridSpace type)
 {
     _grid[x, y] = type;
 }
 public gridSpace(Vector3 _pos, int _area, gridSpace left, gridSpace back, gridSpace down)
 {
     pos  = _pos;
     area = _area;
 }