private GameObject GenerateMesh(int gx, int gy) { //int b = BOXSIZE - ( gx != 0 ? 0 : 0 ); //int h = BOXSIZE - ( gy != 0 ? 0 : 0 ); int numfloats = (1 + (BOXSIZE-1) * BOXES); GameObject groundMesh; float[][] meshbox = new float[BOXSIZE][]; for (int i = 0; i < BOXSIZE; i++) meshbox[i] = new float[BOXSIZE]; float[][] meshbox2 = new float[numfloats][]; for (int i = 0; i < meshbox2.Length; i++) meshbox2[i] = new float[numfloats]; if (otherway) { int mid = (BOXES-1)/2; for (int i = 0; i < BOXES; i++) { for (int j = 0; j < BOXES; j++) { ConnectionHandler c1 = new ConnectionHandler(); c1.get_block_datao(j - mid, i - mid, meshbox2, i * (BOXSIZE-1), j * (BOXSIZE-1)); } } groundMesh = WeaveMaster(gx, gy, meshbox2); } else { ConnectionHandler c1 = new ConnectionHandler(); c1.get_block_data(gx, gy, meshbox); groundMesh = WeaveMaster(gx, gy, meshbox); } groundMesh.AddComponent<GroundMesh>(); groundMesh.GetComponent<GroundMesh>().gX = gx; groundMesh.GetComponent<GroundMesh>().gY = gy; localCoordinates.Add(new Vector2(gx,gy),groundMesh); PlaceGroundMeshGXGY(groundMesh,gx,gy); return groundMesh; }