public void Clear() { gridMaker.gameState = GameState.Clear; player.StopAllCoroutines(); gridMaker.StopAllCoroutines(); player.pathFinder.StopAllCoroutines(); gridMaker.Init(); solveButton.SetActive(true); clearButton.SetActive(false); errorText.SetActive(false); }
// Start is called before the first frame update void Start() { gridMaker.Init(); meshLoader.Init(); meshLoader.MakeMesh(); for (int i = 0; i < meshLoader.meshObjcts.Length; i++) { meshLoader.meshObjcts[i].transform.position = gridMaker.grid[i].position; } }
// Start is called before the first frame update void Start() { MakeMeshObjects(); gridMaker.Init(); for (int i = 0; i < meshObjcts.Length; i++) { //orient mesh meshObjcts[i].transform.position = gridMaker.grid[i].position; //subdivide var features = GetRandomFeatures(); meshObjcts[i].GetComponent <ParameterLog>().SetPrameter(features);//形状ごとにパラメータを保存する parametricSubdivide.SetPrams(features); parametricSubdivide.SubdivideMesh(meshs[i]); } }