void Start() { /*Vector3[] ring = CreateRing(); * * for(int i = 0; i < ring.Length; i++) * { * GameObject newGameObject = GameObject.CreatePrimitive(PrimitiveType.Cube); * newGameObject.transform.SetParent(transform); * newGameObject.transform.localPosition = ring[i]; * }*/ /*ring1 = mesh.AddArray(CreateRing(Vector3.zero)); * ring2 = mesh.AddArray(CreateRing(Vector3.forward)); * mesh.ConectRings(ring1, ring2);*/ GetComponent <MeshFilter>().sharedMesh = mesh.CreateMesh(); generatorInstance = LabyrinthGenerator.instance; scale = generatorInstance.scale; flower = Instantiate(flower); nextFlower = Instantiate(flower); positionInGrid = GridF.TransformPointToGrid(transform.position); GetSurroundings(); GetChains(); }
void Update() { //Always (before change) //When changes tile update information currentPositionInGrid = GridF.TransformPointToGrid(transform.position); if (currentPositionInGrid != prevPositionInGrid) { Point2 newPoint = new Point2(prevPositionInGrid, Point2.GetDirection(prevPositionInGrid, currentPositionInGrid)); if (controlPoints.Count > 1) { newPoint.RoundAngle(controlPoints[controlPoints.Count - 1].direction); } AddPoint(newPoint); ChangeTile(); } //Always Draw(); /*if (Input.GetKeyDown(KeyCode.Space)) * { * foreach(Point2 point in controlPoints) * { * GameObject newObject = GameObject.CreatePrimitive(PrimitiveType.Cube); * newObject.transform.position = GridF.TransformGridToPoint(point.position); * newObject.transform.rotation = Quaternion.Euler(0, point.angle, 0); * } * }*/ }
void Update() { float y = transform.position.y; Vector3 newPosition = GridF.TransformGridToPoint(GridF.TransformPointToGrid(transform.parent.transform.position)); newPosition.y = y; transform.position = newPosition; transform.rotation = rotation; }
void Update() { Compass(); PositionateFlowers(); if (positionInGrid != GridF.TransformPointToGrid(transform.position)) { positionInGrid = GridF.TransformPointToGrid(transform.position); GetSurroundings(); GetChains(); } mesh.Clear(); Draw(); Draw(0.7f, Mathf.PI / 2, 1.2f, 0.45f); }
//Program --------------------------------------------------------------------- void Start() { GetComponent <MeshFilter>().sharedMesh = mesh.CreateMesh(); currentPositionInGrid = GridF.TransformPointToGrid(transform.position); prevPositionInGrid = currentPositionInGrid; nextWall = GetGridWall(currentPositionInGrid, enemy.direction); prevWall = transform.position; Point2 newPoint = new Point2(prevPositionInGrid, enemy.direction); for (int i = 0; i < maxControlPoints; i++) { AddPoint(newPoint); } }