private void ColorSelectedNodeMesh(Node node, Color toColor)
    {
        List <Node> nodes = mapObject.GetNeighbours(node, 3);
        NodeMesh    n     = null;

        if (nodes.Count == 0)
        {
            return;
        }

        // This gets the NodeMesh that's closest to the selected node.
        float d = Vector3.Distance(nodes[0].position, node.position);

        foreach (Node nodeObject in nodes)
        {
            if (nodeObject.GetType() == typeof(NodeMesh) && Vector3.Distance(node.position, nodeObject.position) < d)
            {
                d = Vector3.Distance(node.position, nodeObject.position);
                n = (NodeMesh)nodeObject;
            }
        }

        if (n != null)
        {
            n.SetFaceColor(node, toColor);
        }
    }
        public override void OnNodeEnable()
        {
            node = target as NodeMesh;

            meshPreview     = new GUIMeshPreview();
            previewMaterial = AssetDatabase.GetBuiltinExtraResource <Material>("Default-Diffuse.mat");
        }
示例#3
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    //debug attributes: stuff used to make debugging easier.

    // Start is called before the first frame update
    void Start()
    {
        rb       = transform.GetComponent <Rigidbody2D>();
        player   = GameObject.FindGameObjectWithTag("Player");
        nodeMesh = GameObject.FindGameObjectWithTag("NodeMesh").GetComponent <NodeMesh>();

        EnterPark(); //find nearest park node and go to it
    }
    // Use this for initialization
    void Start()
    {
        Debug.Log("Find Board");
        nodemesh = GameObject.Find("Board").GetComponent <NodeMesh>();
        nodes    = GameObject.Find("Nodes").transform;

        Debug.Log("Creating objects");
        createHands();
        createPrisons();
        createWitchers();
        createCrowns();
        createNodes();
        createTokens();
    }