void BuildPathFromChunk(ChunkBuilder chunk) { //we take into consideration all the stone tiles that have at least 2 empty blocks above //z for (int z = 0; z < chunk.GetWorldXZ(); z++) { //y for (int y = 0; y < chunk.GetWorldY(); y++) { for (int x = 0; x < chunk.GetWorldXZ(); x++) { //x if (chunk.GetVoxelNameAtPosition(x,y,z) == "Stone") { if (chunk.GetVoxelNameAtPosition(x, y + 1, z) == "NULL" && chunk.GetVoxelNameAtPosition(x, y + 2, z) == "NULL") { //we add the chunk's position to the voxel's position in the chunk, plus the offset from the corner of the block to the center Vector3 actualPosition = chunk.gameObject.transform.position + new Vector3(x, y + 1, z) + new Vector3 (.5f, .5f, .5f); m_waypoints.Add(actualPosition); } } } } } }
void BuildPathFromChunk(ChunkBuilder chunk) { //we take into consideration all the stone tiles that have at least 2 empty blocks above //z for (int z = 0; z < chunk.GetWorldXZ(); z++) { //y for (int y = 0; y < chunk.GetWorldY(); y++) { for (int x = 0; x < chunk.GetWorldXZ(); x++) { //x if (chunk.GetVoxelNameAtPosition(x, y, z) == "Stone") { if (chunk.GetVoxelNameAtPosition(x, y + 1, z) == "NULL" && chunk.GetVoxelNameAtPosition(x, y + 2, z) == "NULL") { //we add the chunk's position to the voxel's position in the chunk, plus the offset from the corner of the block to the center Vector3 actualPosition = chunk.gameObject.transform.position + new Vector3(x, y + 1, z) + new Vector3(.5f, .5f, .5f); m_waypoints.Add(actualPosition); } } } } } }