コード例 #1
0
ファイル: LivingPlaceable.cs プロジェクト: Roxasispoor/Tiaren
 public void ResetAreaOfMovementBatch()
 {
     foreach (NodePath node in AreaOfMouvement)
     {
         if (Grid.instance.GridMatrix[node.x, node.y, node.z] != null && Grid.instance.GridMatrix[node.x, node.y, node.z].oldMaterial != null)//if we haven't already reset this one
         {
             // Grid.instance.GridMatrix[node.x, node.y, node.z].GetComponent<MeshRenderer>().enabled = true;
             Grid.instance.GridMatrix[node.x, node.y, node.z].GetComponent <MeshRenderer>().material =
                 Grid.instance.GridMatrix[node.x, node.y, node.z].oldMaterial;
             Grid.instance.GridMatrix[node.x, node.y, node.z].oldMaterial = null;
         }
     }
     AreaOfMouvement.Clear();
 }
コード例 #2
0
ファイル: LivingPlaceable.cs プロジェクト: Roxasispoor/Tiaren
    public void ResetAreaOfMovement()
    {
        foreach (NodePath node in AreaOfMouvement)
        {
            if (Grid.instance.GridMatrix[node.x, node.y, node.z] != null && Grid.instance.GridMatrix[node.x, node.y, node.z].oldMaterial == null) //if we haven't seen this one before
            {
                GameObject quadUp    = Grid.instance.GridMatrix[node.x, node.y, node.z].transform.Find("Quads").Find("QuadUp").gameObject;
                GameObject quadRight = Grid.instance.GridMatrix[node.x, node.y, node.z].transform.Find("Quads").Find("QuadRight").gameObject;
                GameObject quadLeft  = Grid.instance.GridMatrix[node.x, node.y, node.z].transform.Find("Quads").Find("QuadLeft").gameObject;
                GameObject quadFront = Grid.instance.GridMatrix[node.x, node.y, node.z].transform.Find("Quads").Find("QuadFront").gameObject;
                GameObject quadBack  = Grid.instance.GridMatrix[node.x, node.y, node.z].transform.Find("Quads").Find("QuadBack").gameObject;

                quadUp.SetActive(false);
                quadRight.SetActive(false);
                quadLeft.SetActive(false);

                quadFront.SetActive(false);

                quadBack.SetActive(false);
            }
        }
        AreaOfMouvement.Clear();
    }