void UpdateTile(Vector3 worldpos) { byte b = SiegeTerrain.GetTile((int)(worldpos.x / TileWidth), (int)(worldpos.z / TileWidth)); if (b == 0) { b = 1; } else { b = 0; } SiegeTerrain.UpdateTile((int)(worldpos.x / TileWidth), (int)(worldpos.z / TileWidth), b); UpdateMesh(); }
public void ClickAction(Vector3 WorldPos) { Vector3 localpos = WorldPos - transform.position; byte b = SiegeTerrain.GetTile(WorldPos.x / TileWidth, WorldPos.z / TileWidth); if (b > 0) { b = 0; } else { b = 1; } SiegeTerrain.UpdateTile(WorldPos.x / TileWidth, WorldPos.z / TileWidth, b); UpdateMesh(); // TODO: Call navmesh patch function for this tile. ThreadedNavigator.GenerateNavMesh(); }