added placementModes and mesh testing
can place varying values into grid, starting to work on rendering meshes to represent the cells
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MeshTesting : MonoBehaviour
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{
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void Start()
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{
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Debug.Log("Mesh Testing");
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Mesh mesh = new Mesh();
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// Build required data-structures for triangle mesh
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Vector3[] vertices = new Vector3[3];
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Vector2[] uv = new Vector2[3];
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int[] triangles = new int[3];
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// Set vertices of polygon (triangle)
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vertices[0] = new Vector3( 0, 0);
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vertices[1] = new Vector3( 0, 100);
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vertices[2] = new Vector3(100, 100);
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Note: always set clockwise, otherwise mesh will be facing backwards
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triangles[0] = 0;
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triangles[1] = 1;
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triangles[2] = 2;
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.triangles = triangles;
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GetComponent<MeshFilter>().mesh = mesh;
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}
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}
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