ready for logan?
getting ready to piece UI elements together with the logic of the grid
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@@ -7,6 +7,10 @@ public class CellMesh : MonoBehaviour
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private LogicGrid grid;
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private Mesh mesh;
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Vector3[] m_vertices;
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Vector2[] m_uv;
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int[] m_triangles;
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private void Awake()
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{
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mesh = new Mesh();
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@@ -24,12 +28,30 @@ public class CellMesh : MonoBehaviour
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private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
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{
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Debug.Log("FIRE!!");
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Debug.Log(e.x + " " + e.y);
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UpdateCellVisual();
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}
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// TODO: implement this so we can update a single cell, given an x, y coordinate
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private void UpdateCellVisual(int x, int y)
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{
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//Debug.Log("Updated in Isolation 8)");
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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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int index = x * grid.GetHeight() + y;
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int gridValue = grid.GetValue(x, y);
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float gridValueNormalized = gridValue / 3f;
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Vector2 gridValueUV = new Vector2(gridValueNormalized, 0f);
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MeshUtils.AddToMeshArrays(m_vertices, m_uv, m_triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
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}
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// Update all cells at once
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private void UpdateCellVisual()
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{
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Debug.Log("Updated as a group");
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MeshUtils.CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
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for(int x = 0; x < grid.GetWidth(); x++)
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@@ -40,13 +62,17 @@ public class CellMesh : MonoBehaviour
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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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int gridValue = grid.GetValue(x, y);
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float gridValueNormalized = gridValue / 4f;
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float gridValueNormalized = gridValue / 3f;
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Vector2 gridValueUV = new Vector2(gridValueNormalized, 0f);
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MeshUtils.AddToMeshArrays(vertices, uv, triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
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}
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m_vertices = vertices;
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m_uv = uv;
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m_triangles = triangles;
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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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@@ -57,52 +83,8 @@ public class CellMesh : MonoBehaviour
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}
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/* MeshRenderer myRenderer = GetComponent<MeshRenderer>();
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Material m_material;
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if (myRenderer != null)
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{
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m_material = myRenderer.material;
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if(gridValue == -1)
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{
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m_material.color = Color.black;
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}
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if (gridValue == 0)
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{
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m_material.color = Color.white;
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}
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if (gridValue == 1)
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{
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m_material.color = Color.green;
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}
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if (gridValue == 2)
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{
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m_material.color = Color.cyan;
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}*//*
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}
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*/
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private void Update()
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{
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/* if(Input.GetKeyDown("1"))
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{
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Debug.Log("1");
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m_Material.color = Color.white;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("2"))
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{
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Debug.Log("2");
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m_Material.color = Color.black;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("3"))
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{
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Debug.Log("3");
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m_Material.color = Color.green;
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//m_Material.SetColor("_Color", Color.white);
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}*/
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}
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}
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