void FindPossibleConnections() { possibleConns.Clear(); connections.Clear(); int progress = 0; Vector2 searchVec = transform.localPosition; searchVec.x -= 1; searchVec.y -= 1; for (int x = 0; x < 3; x++) { for (int y = 0; y < 3; y++) { Vector3Int pos = new Vector3Int((int)searchVec.x + x, (int)searchVec.y + y, 0); var conns = matrix.GetElectricalConnections(pos); foreach (IElectricityIO io in conns) { possibleConns.Add(io); //Check if InputPosition and OutputPosition connect with this wire if (ConnectionMap.IsConnectedToTile(GetConnPoints(), (AdjDir)progress, io.GetConnPoints())) { connections.Add(io); } } progress++; } } }
void FindPossibleConnections() { var conns = matrix.GetElectricalConnections(Vector3Int.RoundToInt(transform.localPosition)); foreach (IElectricityIO io in conns) { //Check if InputPosition and OutputPosition connect with this wire if (ConnectionMap.IsConnectedToTile(GetConnPoints(), AdjDir.Overlap, io.GetConnPoints()) && io.GameObject() != gameObject) { connectedWire = io; connected = true; break; } } }