// Use this for initialization void Start() { trunk = FindObjectOfType <NaiveBlockTrunk>(); terrain = FindObjectOfType <NaiveBlockTerrain>(); for (int i = 0; i < trunk.trunkSize; i++) { for (int k = 0; k < trunk.trunkSize; k++) { for (int j = 0; j < terrainHeight; j++) { trunk.cubes[i, j, k].fill = 1; } for (int j = terrainHeight; j < trunk.trunkHeight; j++) { trunk.cubes[i, j, k].fill = 0; } } } terrain.transform.position = Vector2.up * trunk.cubeSize * terrainHeight; boxCollider = gameObject.AddComponent <BoxCollider>(); boxCollider.size = new Vector3(trunk.trunkSize * trunk.cubeSize, trunk.cubeSize, trunk.trunkSize * trunk.cubeSize); boxCollider.center = Vector3.up * trunk.cubeSize * (terrainHeight + 0.5f); boxCollider.isTrigger = true; terrain.UpdateMesh(); trunk.UpdateMesh(); }
// Use this for initialization void Start() { trunk = GetComponent <NaiveBlockTrunk>(); }
// Use this for initialization void Start() { trunk = GetComponent <NaiveBlockTrunk>(); cubes = trunk.cubes; }