/// <summary> /// Do everything that needs to be done every frame like updating the /// </summary> void Update() { DoInputs(); Vector3Int currentLoad = new Vector3Int((int)(model.loadPoint.position.x / model.size) + 1, (int)(model.loadPoint.position.y / model.size), (int)(model.loadPoint.position.z / model.size) + 1); if (currentLoad != oldLoadChunk) { generated = false; StopCurrentGen(); } if (!generated) { AssureObjects(); Generate(genFull); genFull = false; previous = model; generated = true; } previous = new MeshGenModel(model); oldLoadChunk = currentLoad; }
/// <summary> /// Do everything that needs to be done when this gameobject is created /// </summary> void Start() { //DimensionLeapDisplay._instance.Flash(); ListenToSettings(); watch.Start(); if (!generated) { if (model.template != null) { AssureObjects(); Generate(true); previous = model; generated = true; } } }