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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class CellMesh : MonoBehaviour
{
private LogicGrid grid;
private Mesh mesh;
private void Awake()
{
mesh = new Mesh();
GetComponent<MeshFilter>().mesh = mesh;
}
public void SetGrid(LogicGrid grid)
{
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()
{
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++)
{
int index = x * grid.GetHeight() + y;
Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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;
mesh.uv = uv;
mesh.triangles = triangles;
}
void Start()
{
}
/* 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"))
{
Debug.Log("1");
m_Material.color = Color.white;
//m_Material.SetColor("_Color", Color.white);
}
if (Input.GetKeyDown("2"))
{
Debug.Log("2");
m_Material.color = Color.black;
//m_Material.SetColor("_Color", Color.white);
}
if (Input.GetKeyDown("3"))
{
Debug.Log("3");
m_Material.color = Color.green;
//m_Material.SetColor("_Color", Color.white);
}*/
}
}
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