/// <summary> /// Updates the meshes and direction based on the used Adjacency type. /// </summary> private void UpdateMeshAndDirection() { MeshDirectionInfo info = new MeshDirectionInfo(); switch (selectedAdjacencyType) { case AdjacencyType.Simple: info = simpleAdjacency.GetMeshAndDirection(adjacencyMap); break; case AdjacencyType.Advanced: info = advancedAdjacency.GetMeshAndDirection(adjacencyMap); break; case AdjacencyType.Offset: info = offsetAdjacency.GetMeshAndDirection(adjacencyMap); break; } if (filter == null) { filter = GetComponent <MeshFilter>(); } filter.mesh = info.Mesh; transform.localRotation = Quaternion.Euler(transform.localRotation.eulerAngles.x, info.Rotation, transform.localRotation.eulerAngles.z); }