ready for logan?
getting ready to piece UI elements together with the logic of the grid
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@@ -138,7 +138,7 @@ GameObject:
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--- !u!114 &144141394
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--- !u!114 &144141394
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MonoBehaviour:
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MonoBehaviour:
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@@ -356,6 +356,74 @@ MeshFilter:
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m_PrefabAsset: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1473159508}
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m_GameObject: {fileID: 1473159508}
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m_Mesh: {fileID: 0}
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m_Mesh: {fileID: 0}
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--- !u!1 &1836453007
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GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 1836453010}
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- component: {fileID: 1836453009}
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- component: {fileID: 1836453008}
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m_Layer: 0
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m_Name: EventSystem
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--- !u!114 &1836453008
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1836453007}
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--- !u!114 &1836453009
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m_PrefabInstance: {fileID: 0}
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m_Script: {fileID: 11500000, guid: 76c392e42b5098c458856cdf6ecaaaa1, type: 3}
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--- !u!4 &1836453010
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Transform:
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1836453007}
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serializedVersion: 2
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
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m_LocalPosition: {x: 0, y: 0, z: 0}
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m_LocalScale: {x: 1, y: 1, z: 1}
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m_ConstrainProportionsScale: 0
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m_Children: []
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!1660057539 &9223372036854775807
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--- !u!1660057539 &9223372036854775807
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SceneRoots:
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SceneRoots:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -363,3 +431,4 @@ SceneRoots:
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- {fileID: 144141395}
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- {fileID: 144141395}
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- {fileID: 519420032}
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- {fileID: 519420032}
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- {fileID: 1473159510}
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- {fileID: 1473159510}
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- {fileID: 1836453010}
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@@ -7,6 +7,10 @@ public class CellMesh : MonoBehaviour
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private LogicGrid grid;
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private LogicGrid grid;
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private Mesh mesh;
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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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private void Awake()
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{
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{
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mesh = new Mesh();
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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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private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
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{
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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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UpdateCellVisual();
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}
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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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private void UpdateCellVisual()
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{
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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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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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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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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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int gridValue = grid.GetValue(x, y);
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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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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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MeshUtils.AddToMeshArrays(vertices, uv, triangles, index, grid.GetWorldPosition(x, y) + (quadSize * .5f), 0f, quadSize, gridValueUV, gridValueUV);
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}
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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.vertices = vertices;
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mesh.uv = uv;
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mesh.uv = uv;
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mesh.triangles = triangles;
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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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}
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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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private void Update()
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{
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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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}
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}
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@@ -16,10 +16,10 @@ public class Main : MonoBehaviour
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void Start()
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void Start()
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{
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{
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// Create world
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// Create world
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world = new LogicGrid(5, 5, 10f, new Vector3(0, 0));
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world = new LogicGrid(100, 100, 5f, new Vector3(-110, -110));
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// Set default placement to Obstacle
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// Set default placement to Obstacle
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placementValue = -1;
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placementValue = 1;
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placementMode = 'o';
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placementMode = 'o';
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cellMesh.SetGrid(world);
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cellMesh.SetGrid(world);
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@@ -32,21 +32,7 @@ public class Main : MonoBehaviour
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void Update()
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void Update()
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{
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{
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// Change Placement Modes:
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// Change Placement Modes:
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// Place Agent in grid
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// TODO change modes via UI button
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if(Input.GetKeyDown("a"))
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{
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Debug.Log("Placing Mode: Agent");
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placementMode = 'a';
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placementValue = 3;
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}
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// Place Sample in grid
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if(Input.GetKeyDown("s"))
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{
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Debug.Log("Placing Mode: Sample");
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placementMode = 's';
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placementValue = 2;
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}
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// Place Obstacle in grid
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// Place Obstacle in grid
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if (Input.GetKeyDown("o"))
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if (Input.GetKeyDown("o"))
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{
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{
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@@ -54,16 +40,35 @@ public class Main : MonoBehaviour
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placementMode = 'o';
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placementMode = 'o';
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placementValue = 1;
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placementValue = 1;
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}
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}
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// Place Sample in cell
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if(Input.GetKeyDown("s"))
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{
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Debug.Log("Placing Mode: Sample");
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placementMode = 's';
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placementValue = 2;
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}
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// Place agent in cell
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if (Input.GetKeyDown("a"))
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{
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Debug.Log("Placing Mode: Agent");
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placementMode = 'a';
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placementValue = 3;
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}
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// Reset Canvas
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if (Input.GetKeyDown("r"))
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{
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}
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// Update Cell:
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// Update Cell:
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// Change cell to obstacle
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// Change cell to obstacle
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if (Input.GetMouseButtonDown(0))
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if (Input.GetMouseButton(0))
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{
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{
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), placementValue);
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), placementValue);
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}
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}
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// Clear cell
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// Clear cell
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if (Input.GetMouseButtonDown(1))
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if (Input.GetMouseButton(1))
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{
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{
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0);
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world.SetValue(CodeMonkey.Utils.UtilsClass.GetMouseWorldPosition(), 0);
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}
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}
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@@ -73,4 +78,21 @@ public class Main : MonoBehaviour
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// and perform the selected algorithm
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// and perform the selected algorithm
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}
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}
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public void SetModeObstacle()
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{
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placementValue = 1;
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}
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public void SetModeSample()
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{
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placementValue = 2;
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}
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public void SetModeAgent()
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{
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placementValue = 3;
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}
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}
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}
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Block a user