public Grid3 <int> CreateGrid() { Grid3 <int> grid = new Grid3 <int>(); foreach (RectTool rectTool in rectTools) { switch (rectTool.toolType) { case RectTool.eToolType.add: grid.AddCells(rectTool.toolBlockId, rectTool.toolStart, rectTool.toolSize); break; case RectTool.eToolType.remove: grid.RemoveCells(rectTool.toolStart, rectTool.toolSize); break; case RectTool.eToolType.writeover: grid.WriteoverCells(rectTool.toolBlockId, rectTool.toolStart, rectTool.toolSize); break; case RectTool.eToolType.intersect: grid.IntersectCells(rectTool.toolBlockId, rectTool.toolStart, rectTool.toolSize); break; } } return(grid); }
public void GenerateMiniblocks() { MiniblockRectangleTool miniblockRectangleTool = gameObject.GetComponent <MiniblockRectangleTool>(); blockIdMap = (miniblockRectangleTool != null) ? miniblockRectangleTool.CreateGrid() : blockIdMap; GenerateMesh(); return; }