cells now change color based on value!!!
colors are a bit weird though, need to figure that out
This commit is contained in:
@@ -4,9 +4,6 @@ using UnityEngine;
|
||||
|
||||
public class CellMesh : MonoBehaviour
|
||||
{
|
||||
|
||||
Material m_Material;
|
||||
|
||||
private LogicGrid grid;
|
||||
private Mesh mesh;
|
||||
|
||||
@@ -20,11 +17,20 @@ public class CellMesh : MonoBehaviour
|
||||
{
|
||||
this.grid = grid;
|
||||
UpdateCellVisual();
|
||||
|
||||
// Subscribe to event
|
||||
grid.OnGridValueChanged += GridValueChanged;
|
||||
}
|
||||
|
||||
private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
|
||||
{
|
||||
Debug.Log("FIRE!!");
|
||||
UpdateCellVisual();
|
||||
}
|
||||
|
||||
private void UpdateCellVisual()
|
||||
{
|
||||
CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
|
||||
MeshUtils.CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
|
||||
|
||||
for(int x = 0; x < grid.GetWidth(); x++)
|
||||
for(int y = 0; y < grid.GetHeight(); y++)
|
||||
@@ -33,7 +39,12 @@ public class CellMesh : MonoBehaviour
|
||||
|
||||
Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
|
||||
|
||||
AddQuad(vertices, uv, triangles, index, grid.GetWorldPosition(x, y), quadSize, Vector2.zero);
|
||||
int gridValue = grid.GetValue(x, y);
|
||||
float gridValueNormalized = gridValue / 4f;
|
||||
Vector2 gridValueUV = new Vector2(gridValueNormalized, 0f);
|
||||
|
||||
|
||||
MeshUtils.AddToMeshArrays(vertices, uv, triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
|
||||
}
|
||||
|
||||
mesh.vertices = vertices;
|
||||
@@ -43,55 +54,37 @@ public class CellMesh : MonoBehaviour
|
||||
|
||||
void Start()
|
||||
{
|
||||
/**
|
||||
m_Material = GetComponent<Renderer>().material;
|
||||
|
||||
Debug.Log("Mesh Testing");
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
|
||||
// Build required data-structures for square mesh
|
||||
Vector3[] vertices = new Vector3[4];
|
||||
Vector2[] uv = new Vector2[4];
|
||||
int[] triangles = new int[6];
|
||||
|
||||
// Set vertices of polygon (2 triangles -> 1 quad)
|
||||
vertices[0] = new Vector3(0, 0);
|
||||
vertices[1] = new Vector3(0, 10);
|
||||
vertices[2] = new Vector3(10, 10);
|
||||
vertices[3] = new Vector3(10, 0);
|
||||
|
||||
// UV index contains texture position that should match to vertex with same index
|
||||
uv[0] = new Vector2(0, 0);
|
||||
uv[1] = new Vector2(0, 1);
|
||||
uv[2] = new Vector2(1, 1);
|
||||
uv[3] = new Vector2(1, 0);
|
||||
|
||||
|
||||
// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
|
||||
// Note: always set clockwise, otherwise mesh will be facing backwards
|
||||
triangles[0] = 0;
|
||||
triangles[1] = 1;
|
||||
triangles[2] = 2;
|
||||
|
||||
triangles[3] = 0;
|
||||
triangles[4] = 2;
|
||||
triangles[5] = 3;
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.uv = uv;
|
||||
mesh.triangles = triangles;
|
||||
|
||||
GetComponent<MeshFilter>().mesh = mesh;
|
||||
*/
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
/* MeshRenderer myRenderer = GetComponent<MeshRenderer>();
|
||||
Material m_material;
|
||||
if (myRenderer != null)
|
||||
{
|
||||
m_material = myRenderer.material;
|
||||
|
||||
if(gridValue == -1)
|
||||
{
|
||||
m_material.color = Color.black;
|
||||
}
|
||||
if (gridValue == 0)
|
||||
{
|
||||
m_material.color = Color.white;
|
||||
}
|
||||
if (gridValue == 1)
|
||||
{
|
||||
m_material.color = Color.green;
|
||||
}
|
||||
if (gridValue == 2)
|
||||
{
|
||||
m_material.color = Color.cyan;
|
||||
}*//*
|
||||
}
|
||||
*/
|
||||
private void Update()
|
||||
{
|
||||
if(Input.GetKeyDown("1"))
|
||||
/* if(Input.GetKeyDown("1"))
|
||||
{
|
||||
Debug.Log("1");
|
||||
m_Material.color = Color.white;
|
||||
@@ -110,67 +103,6 @@ public class CellMesh : MonoBehaviour
|
||||
Debug.Log("3");
|
||||
m_Material.color = Color.green;
|
||||
//m_Material.SetColor("_Color", Color.white);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// CREDIT FOR BELOW FUNCTIONS: CODEMONKEY
|
||||
// https://www.youtube.com/watch?v=mZzZXfySeFQ
|
||||
public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles)
|
||||
{
|
||||
vertices = new Vector3[4 * quadCount];
|
||||
uvs = new Vector2[4 * quadCount];
|
||||
triangles = new int[6 * quadCount];
|
||||
}
|
||||
|
||||
|
||||
private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
|
||||
{
|
||||
vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
|
||||
|
||||
Debug.Log(vertices[0]);
|
||||
Debug.Log(vertices[1]);
|
||||
Debug.Log(vertices[2]);
|
||||
Debug.Log(vertices[3]);
|
||||
|
||||
uvs[(index * 4)] = Uv;
|
||||
uvs[(index * 4) + 1] = Uv;
|
||||
uvs[(index * 4) + 2] = Uv;
|
||||
uvs[(index * 4) + 3] = Uv;
|
||||
|
||||
triangles[(index * 6) + 0] = (index * 4) + 0;
|
||||
triangles[(index * 6) + 1] = (index * 4) + 1;
|
||||
triangles[(index * 6) + 2] = (index * 4) + 2;
|
||||
triangles[(index * 6) + 3] = (index * 4) + 2;
|
||||
triangles[(index * 6) + 4] = (index * 4) + 3;
|
||||
triangles[(index * 6) + 5] = (index * 4) + 0;
|
||||
}
|
||||
|
||||
/* private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
|
||||
{
|
||||
vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
|
||||
vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
|
||||
|
||||
Debug.Log(vertices[0]);
|
||||
Debug.Log(vertices[1]);
|
||||
Debug.Log(vertices[2]);
|
||||
Debug.Log(vertices[3]);
|
||||
|
||||
uvs[(index * 4)] = Uv;
|
||||
uvs[(index * 4) + 1] = Uv;
|
||||
uvs[(index * 4) + 2] = Uv;
|
||||
uvs[(index * 4) + 3] = Uv;
|
||||
|
||||
triangles[(index * 6) + 0] = (index * 4) + 0;
|
||||
triangles[(index * 6) + 1] = (index * 4) + 1;
|
||||
triangles[(index * 6) + 2] = (index * 4) + 2;
|
||||
triangles[(index * 6) + 3] = (index * 4) + 2;
|
||||
triangles[(index * 6) + 4] = (index * 4) + 3;
|
||||
triangles[(index * 6) + 5] = (index * 4) + 0;
|
||||
}*/
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user