void SetNewFace() { Vector3 direction = SnapToCardinal(transform.forward); GameObject blockGameObject = GetGameObjInDir(direction); BlockFace blockFaceOfNeighbouringBlock = BlockFaceMethods.BlockFaceFromNormal(-direction); if (blockGameObject == null) { return; } BlockBehaviour blockBehaviour = blockGameObject.GetComponent <BlockBehaviour>(); blockBehaviour.OnFaceSelect(blockFaceOfNeighbouringBlock); _highlighted = blockBehaviour; }
void SetNewFaces() { foreach (Vector3 direction in _directions) { GameObject blockGameObject = GetGameObjInDir(direction); BlockFace blockFaceOfNeighbouringBlock = BlockFaceMethods.BlockFaceFromNormal(-direction); if (blockGameObject == null) { continue; } BlockBehaviour blockBehaviour = blockGameObject.GetComponent <BlockBehaviour>(); blockBehaviour.OnFaceSelect(blockFaceOfNeighbouringBlock); _faceMap.Add(blockBehaviour); } }