// Update is called once per frame void Update() { if (!hasStarted) { if (cellsStill()) { hasStarted = true; } } else { if (!isFinished) { //turn large cells into rooms; setRooms(); //initalize the triangulation theDTController.setupTriangulation(roomList); isFinished = true; } else { if (!DTFinished) { if (!theDTController.getDTDone()) { theDTController.Update(); } else { DTFinished = true; thePrimController.setUpPrims(roomList, theDTController.getTriangulation()); } } else { if (!PrimFinished) { thePrimController.Update(); PrimFinished = true; } } } } }
// Update is called once per frame void Update() { if (!hasStarted) { if (cellsStill()) { hasStarted = true; } } else { if (!isFinished) { //turn large cells into rooms; setRooms(); //initalize the triangulation theDTController.setupTriangulation(roomList); isFinished = true; } else { if (!DTFinished) { if (!theDTController.getDTDone()) { theDTController.Update(); } else { DTFinished = true; thePrimController.setUpPrims(roomList, theDTController.getTriangulation()); } } else { if (!PrimFinished) { thePrimController.Update(); if (Input.GetMouseButtonDown(0)) { thePrimController.stopEdgeDraw(); PrimFinished = true; theConverter = new scConvertTo3D(cellList, roomList, thePrimController); } } else { //wait one frame before continueing the conversion for materials to initialize if (!doFrame) { theConverter.doGen(); doFrame = true; } } } } } }
// Update is called once per frame void Update() { if (!noNeed) { if (!hasStarted) { if (cellsStill()) { hasStarted = true; } } else { if (!isFinished) { //turn large cells into rooms; setRooms(); //initalize the triangulation theDTController.setupTriangulation(roomList); isFinished = true; } else { if (!DTFinished) { if (!theDTController.getDTDone()) { theDTController.Update(); } else { DTFinished = true; thePrimController.setUpPrims(roomList, theDTController.getTriangulation()); } } else { if (!PrimFinished) { List <GameObject> listEtape = new List <GameObject>(); thePrimController.Update(); foreach (scVertexNode aNode in roomList) { aNode.getParentCell().AddComponent <ScEtape>(); listEtape.Add(aNode.getParentCell()); } foreach (scEdge aEdge in thePrimController.getConnections()) { aEdge.getNode0().getParentCell().GetComponent <ScEtape>().addConnection(aEdge.getNode1().getParentCell()); aEdge.getNode1().getParentCell().GetComponent <ScEtape>().addConnection(aEdge.getNode0().getParentCell()); } PrimFinished = true; Debug.Log(listEtape); Debug.Log(thePrimController.edgesInTree); List <GameObject> dirtyObject = new List <GameObject>(); foreach (GameObject g in listEtape) { if (!g.GetComponent <ScEtape>().hasConnexion()) { dirtyObject.Add(g); } } listEtape.RemoveAll(r => !r.GetComponent <ScEtape>().hasConnexion()); foreach (GameObject g in dirtyObject) { Destroy(g); } foreach (GameObject g in GameObject.FindGameObjectsWithTag("Lines")) { if (g.name == "EdgeLine") { g.SetActive(false); } } cellHolder.gameObject.SetActive(false); CarteService.instance.initialiseMap(listEtape); } } } } } }