private void UpdateBlock(Vector3 position, bool currPlacingAtPosition, bool ignoreCurrPlacing) { if (ignoreCurrPlacing) { currPlacingAtPosition = false; } if (world.GridSpaceExists(position) || currPlacingAtPosition) { Dictionary <string, GridSpace> adjBlocks = world.FindAdjacentOccupied(position); GridSpace targetSpace = world.FindNearestGridSpace(position); // would be null if currplacingatposition GameObject targetBlock; if (currPlacingAtPosition) { targetBlock = currPlacingObject; } else { targetBlock = targetSpace.GetObject(); } if (targetBlock.tag == "convVariant") { GameObject northBlock = adjBlocks.ContainsKey("north") ? adjBlocks["north"].GetObject() : null; GameObject eastBlock = adjBlocks.ContainsKey("east") ? adjBlocks["east"].GetObject() : null; GameObject southBlock = adjBlocks.ContainsKey("south") ? adjBlocks["south"].GetObject() : null; GameObject westBlock = adjBlocks.ContainsKey("west") ? adjBlocks["west"].GetObject() : null; if (!currPlacingAtPosition && !ignoreCurrPlacing) { Vector3 relative = position - placingObjPos; if (relative.x == -10) { eastBlock = currPlacingObject; } else if (relative.x == 10) { westBlock = currPlacingObject; } if (relative.z == -10) { northBlock = currPlacingObject; } else if (relative.z == 10) { southBlock = currPlacingObject; } } bool northExists = northBlock != null && northBlock.tag == "convVariant"; bool eastExists = eastBlock != null && eastBlock.tag == "convVariant"; bool southExists = southBlock != null && southBlock.tag == "convVariant"; bool westExists = westBlock != null && westBlock.tag == "convVariant"; bool north = northExists && northBlock.GetComponent <CommonProperties>().GetFacing() == Direction.SOUTH; bool east = eastExists && eastBlock.GetComponent <CommonProperties>().GetFacing() == Direction.WEST; bool south = southExists && southBlock.GetComponent <CommonProperties>().GetFacing() == Direction.NORTH; bool west = westExists && westBlock.GetComponent <CommonProperties>().GetFacing() == Direction.EAST; string prefabName = Utils.GetDirection(targetBlock.GetComponent <CommonProperties>().GetFacing(), north, east, south, west); if (targetBlock.name != prefabName) { Direction objDir = targetBlock.GetComponent <CommonProperties>().GetFacing(); int objLayer = targetBlock.layer; if (currPlacingAtPosition) { Destroy(currPlacingObject); currPlacingObject = Instantiate(objMap[prefabName], new Vector3(0, 0, 100), Quaternion.Euler(0, 180, 0)); currPlacingObject.GetComponent <CommonProperties>().SetDirection(objDir); currPlacingObject.layer = objLayer; currPlacingObject.name = prefabName; CommonProperties common = currPlacingObject.GetComponent <CommonProperties>(); common.SetTransparency(0.2f, BlendMode.Transparent); common.SetColliderEnabled(false); common.InitMats(); } else { world.DeleteSpace(targetSpace); GameObject replObj = Instantiate(objMap[prefabName]); replObj.transform.position = position; replObj.name = prefabName; GridSpace replacement = new GridSpace(position, replObj); world.AddSpace(replacement); replacement.GetObject().GetComponent <CommonProperties>().SetDirection(objDir); replacement.GetObject().layer = objLayer; } } } } }