// private List<Edge> allEdges; //TODO Remove this when publishing, change to pick a random map (and remove the prebuilt map from the scene in the editor) void Awake() { //GETS MESH WHEN GAME IS RUNNING if (Application.isPlaying) { meshManager = GetComponent <MapMeshManager>(); meshManager.DestroyAllChildren(); meshManager.DestroyWallMesh(); GenerateMap(); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); MapMeshManager mapMesh = target as MapMeshManager; if (GUILayout.Button("DestroyMesh")) { mapMesh.DestroyAllChildren(); mapMesh.DestroyWallMesh(); mapMesh.DestroyColliders(); } }
public override void OnInspectorGUI() { DrawDefaultInspector(); MapManager map = target as MapManager; MapMeshManager mapMesh = map.GetComponent <MapMeshManager> (); if (GUILayout.Button("Generate Map")) { mapMesh.DestroyAllChildren(); mapMesh.DestroyWallMesh(); map.GenerateMap(); } }