//Grid generation //All variables, paramaters, face initialization, material assigning etc... is starting from here private void StartGridGeneration() { gridParentObject = new GameObject("Grid"); gridParentObject.transform.position = center; noiseArray = NoiseSampler.ReturnNoiseArray(this.width, this.length); gridCubes = GridCubeSpawner.ReturnGridCubes(noiseArray); GridCubeNoise[,] gridCubeNoises = NoiseSampler.ReturnGridCubeNoise(this.width, this.length); //GridCubes faces initialization starting from here for (int i = 0; i < this.width; i++) { for (int j = 0; j < this.length; j++) { gridCubes[i, j].InitializeGridCubeFaces(gridCubeNoises[i, j]); //gridCubes[i, j].InitializeGridCubeNoise(gridCubeNoises[i, j]); } } GridTransformHandler.ApplyGridCubesTransformSettings(gridCubes, gridParentObject.transform); GridTransformHandler.PositionGridCubes(gridCubes, center); HandleGridMeshCombining(); gridParentObject.isStatic = true; }
public void MouseInteractionOnGridStarted(MouseButton mouseButton) { if (mouseButton != MouseButton.Left) { return; } if (!MouseHelper.IsPointerOverUIElement("GridCameraView")) { return; } Timing.RunCoroutine(GridTransformHandler.ApplyGridRotation(), Segment.Update, "GridRotation"); }