예제 #1
0
 IsoTile tile_Extrude(IsoTile _tile, Vector3 _direction, bool _bWithAttachment)
 {
     if (_tile.IsLastTile(_direction))
     {
         _tile.coordinates.Translate(_direction);
         if (!_tile.IsAccumulatedTile_Collider(-_direction))
         {
             return(_tile.Extrude(-_direction, false, _bWithAttachment));
         }
     }
     return(null);
 }
예제 #2
0
        void handle_Extrude(Vector3 _direction, SelectionType _selectionType, bool _singleAction, bool _bWithAttachment)
        {
            Vector3           _lastPos        = _tile_Scene.coordinates._xyz;
            List <GameObject> _newTileObjects = new List <GameObject>();
            IsoTile           _newTile        = null;

            if (_singleAction)
            {
                if ((_newTile = _tile_Scene.Extrude(_direction, _bWithAttachment)) != null)
                {
                    _newTileObjects.Add(_newTile.gameObject);
                }
            }
            else
            {
                foreach (var obj in Selection.gameObjects)
                {
                    if ((_newTile = obj.GetComponent <IsoTile>().Extrude(_direction, _bWithAttachment)) != null)
                    {
                        _newTileObjects.Add(_newTile.gameObject);
                    }
                }
            }
            if (_newTileObjects.Count > 0)
            {
                Undo.IncrementCurrentGroup();
                switch (_selectionType)
                {
                case SelectionType.LastTile:
                    Selection.objects = _newTileObjects.ToArray();
                    break;

                case SelectionType.NewTile:
                    break;

                case SelectionType.AllTile:
                    Selection.objects = Selection.objects.Concat(_newTileObjects.ToArray()).ToArray();
                    break;
                }
                edgeUpdate();
            }
        }