コード例 #1
0
    //仅处理无临边的情况
    private void NoNeighborConnection(HexDirectionEnum direction, HexCell cell, EdgeVertices edge)
    {
        Vector3 center = cell.Position;
        Vector3 bridge = HexMetrics.GetOneBridge(direction);
        Vector3 v3     = edge.v1 + bridge;
        Vector3 v4     = edge.v5 + bridge;
        Vector3 v5     = center + HexMetrics.GetFirstCorner(direction);
        Vector3 v6     = center + HexMetrics.GetSecondCorner(direction);

        HexCell prevNeighbor = cell.GetNeighbor(direction.Previous());
        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

        v6.y = v5.y = v4.y = v3.y = 0;

        EdgeVertices edge2 = new EdgeVertices(v5, v6);


        if (nextNeighbor == null && prevNeighbor != null)
        {
            edge2 = new EdgeVertices(v3, v6);

            HexCell noneCell = new GameObject().AddComponent <HexCell>();
            noneCell.Index = cell.Index;
            TriangulateCorner(edge.v1, cell, v5, prevNeighbor, v3, noneCell);
            DestroyObject(noneCell.gameObject);
        }
        if (cell.Elevation == HexMetrics.elevationDiffer)
        {
            TriangulateEdgeTerraces(edge, cell, edge2, cell, cell.HasRoadThroughEdge(direction));
        }
        else
        {
            TriangulateEdgeStrip(edge, weights1, cell.Index, edge2, weights1, cell.Index, cell.HasRoadThroughEdge(direction));
        }
    }
コード例 #2
0
    //仅处理无临边的情况
    private void NoNeighborConnection(HexDirectionEnum direction, HexCell cell, Vector3 v1, Vector3 v2)
    {
        Vector3 center = cell.center;

        Vector3 bridge = HexMetrics.GetOneBridge(direction);
        Vector3 v3     = v1 + bridge;
        Vector3 v4     = v2 + bridge;
        Vector3 v5     = center + HexMetrics.GetFirstCorner(direction);
        Vector3 v6     = center + HexMetrics.GetSecondConrner(direction);

        HexCell prevNeighbor = cell.GetNeighbor(direction.Previous());
        HexCell nextNeighbor = cell.GetNeighbor(direction.Next());

        Vector3 v7 = v5;
        Vector3 v8 = v6;

        if (nextNeighbor == null && prevNeighbor != null)
        {
            v7 = v3;
            v8 = v6;

            Color firstColor = (cell.color + cell.color + prevNeighbor.color) / 3f;
            AddTriangle(v1, v5, v3);
            AddTriangleColor(cell.color, firstColor, cell.color);
        }

        AddQuad(v1, v2, v7, v8);
        AddQuadColor(cell.color);
    }