void Awake() { gridCanvas = GetComponentInChildren <Canvas>(); cellMesh = GetComponentInChildren <CellMesh>(); cells = new SquareCellScript[height * width]; for (int y = 0, i = 0; y < height; y++) { for (int x = 0; x < width; x++) { CreateCell(x, y, i++); } } }
public void AgregateCellMesh(double shrinkFactor = 1.00) { if (shrinkFactor > 1 || shrinkFactor < 0.01) { throw new PolyFrameworkException("shrink factor must be between 0.01 and 1.00"); } // The standard rhino mesh offset is not good for sharp corners // need to write a new offset algorithm foreach (var face in Faces) { if (face.FMesh.Faces.Count == 0 || face.FMesh == null) { face.FaceMesh(); } CellMesh.Append(face.FMesh); } CellMesh.Weld(Math.PI); CellMesh.UnifyNormals(); CellMesh.Normals.ComputeNormals(); CellMesh.Normals.UnitizeNormals(); //CellMesh.FaceNormals.ComputeFaceNormals(); CellMesh.Flip(true, true, true); if (Exterior) { CellMesh.Transform(Transform.Scale(Centroid, 1 + (1 - shrinkFactor) / 2)); } else { CellMesh.Transform(Transform.Scale(Centroid, shrinkFactor)); } //CellMesh = CellMesh.Offset(0.05); }
//Get components, instantiate lists, and create the Cell grid private void Awake() { cellMesh = GetComponentInChildren<CellMesh>(); NewGame(); } //End Awake()