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- /*
- ------------------- Code Monkey -------------------
- Thank you for downloading this package
- I hope you find it useful in your projects
- If you have any questions let me know
- Cheers!
- unitycodemonkey.com
- --------------------------------------------------
- */
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- public class PathfindingVisual : MonoBehaviour {
- private GridXZ<PathNode> grid;
- private Mesh mesh;
- private bool updateMesh;
- private void Awake() {
- mesh = new Mesh();
- GetComponent<MeshFilter>().mesh = mesh;
- }
- public void SetGrid(GridXZ<PathNode> grid) {
- this.grid = grid;
- UpdateVisual();
- grid.OnGridObjectChanged += Grid_OnGridValueChanged;
- }
- private void Grid_OnGridValueChanged(object sender, GridXZ<PathNode>.OnGridObjectChangedEventArgs e) {
- updateMesh = true;
- }
- private void LateUpdate() {
- if (updateMesh) {
- updateMesh = false;
- UpdateVisual();
- }
- }
- private void UpdateVisual() {
- 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 z = 0; z < grid.GetHeight(); z++) {
- int index = x * grid.GetHeight() + z;
- Vector3 quadSize = new Vector3(1, 0, 1) * grid.GetCellSize();
- PathNode pathNode = grid.GetGridObject(x, z);
- if (pathNode.isWalkable) {
- quadSize = Vector3.zero;
- }
- MeshUtils.AddToMeshArraysXZ(vertices, uv, triangles, index, grid.GetWorldPosition(x, z) + quadSize * .5f, 0f, quadSize, Vector2.zero, Vector2.zero);
- }
- }
- mesh.vertices = vertices;
- mesh.uv = uv;
- mesh.triangles = triangles;
- }
- }
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