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(); }
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(); }