void ToggleSquare(int x, int y, int z, Quaternion r, int t, int f) { if (grid[x, y, z] == null) { if (blockTypes[t] == block_normal) grid[x, y, z] = new ControllerGame.BlockNormal( controllerGame.block_normal, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), r.eulerAngles, (f == 1)); else if (blockTypes[t] == block_twist) grid[x, y, z] = new ControllerGame.BlockTwist( controllerGame.block_twist, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), r.eulerAngles, (f == 1)); else if (blockTypes[t] == block_edge) grid[x, y, z] = new ControllerGame.BlockEdge( controllerGame.block_edge, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), r.eulerAngles, (f == 1)); else if (blockTypes[t] == block_stairs) grid[x, y, z] = new ControllerGame.BlockStairs( controllerGame.block_stairs, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), r.eulerAngles, controllerGame.block_stairs_hide); controllerGame.block_list.Add(grid[x, y, z]); } else { //grid[x, y, z].remove_existance(controllerGame); } }
void ToggleSquare() { int x = (int)cursor.transform.position.x + offset; int y = (int)cursor.transform.position.y + offset; int z = (int)cursor.transform.position.z + offset; if (grid[x, y, z] != null) { grid[x, y, z].remove_existance(controllerGame); grid[x, y, z] = null; } else { if (blockTypes[(cursorIndex-1 )% typeNum] == block_normal) grid[x, y, z] = new ControllerGame.BlockNormal( controllerGame.block_normal, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), cursor.transform.eulerAngles, false); else if (blockTypes[(cursorIndex-1 )% typeNum] == block_twist) grid[x, y, z] = new ControllerGame.BlockTwist( controllerGame.block_twist, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), cursor.transform.eulerAngles, false); else if (blockTypes[(cursorIndex-1 )% typeNum] == block_edge) grid[x, y, z] = new ControllerGame.BlockEdge( controllerGame.block_edge, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), cursor.transform.eulerAngles, false); else if (blockTypes[(cursorIndex-1 )% typeNum] == block_stairs) grid[x, y, z] = new ControllerGame.BlockStairs( controllerGame.block_stairs, controllerGame.anchor_line, controllerGame.anchor_point, new Vector3(x - offset, y - offset, z - offset), cursor.transform.eulerAngles, controllerGame.block_stairs_hide); controllerGame.block_list.Add(grid[x, y, z]); } }