f825ec9c27
intermediate push so logan can have access to reset function
91 lines
2.5 KiB
C#
91 lines
2.5 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CellMesh : MonoBehaviour
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{
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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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GetComponent<MeshFilter>().mesh = mesh;
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}
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public void SetGrid(LogicGrid grid)
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{
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this.grid = grid;
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UpdateCellVisual();
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// Subscribe to event
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grid.OnGridValueChanged += GridValueChanged;
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}
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private void GridValueChanged(object sender, LogicGrid.OnGridValueChangedEventArgs e)
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{
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// if(e.x == -1 && e.y == -1), grid is being reset
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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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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 y = 0; y < grid.GetHeight(); y++)
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{
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int index = x * grid.GetHeight() + y;
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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 / 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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}
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void Start()
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{
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}
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private void Update()
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{
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}
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}
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