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csharp
2 years ago
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private void tilePolygon()
    {
        if(_points.Count < 3){ return; }
        
        // Variable for counting clockwise turns in a row
        short clockwiseTurnsCount = 0;

        // Store points list with info on turns
        List<Vector3> pointsWithTurns = generateTurns(_points);

        // We go through each point
        for (int pointIndex = 0; pointIndex < _points.Count; pointIndex++)
        {
            // If this point represents a clockwise turn...
            if (pointsWithTurns[pointIndex].z > 0f)
            {
                // We count it
                clockwiseTurnsCount++;

                //If it's the third one
                if (clockwiseTurnsCount == 3)
                {
                    // Generate 4th point and place a mask tile (this updates points list)
                    placeMaskTile(pointIndex);
                        
                    // Call function recursively for updated list
                    tilePolygon();

                    break;
                }
            }
            // If this point represents a counterclockwise turn
            else
            {
                // Zero the counter
                clockwiseTurnsCount = 0;
            }
        }

    }

    private void placeMaskTile(int pointIndex)
    {
        // Calculate the fourth point to make a rectangle
        Vector2 fourthPoint = calculateFourthRectVertex(
            _points[pointIndex - 2],
            _points[pointIndex - 1],
            _points[pointIndex]
            );

        // Make a list of all rectangle points
        List<Vector2> rectangle = new List<Vector2>();
        rectangle.Add(_points[pointIndex - 2]);
        rectangle.Add(_points[pointIndex - 1]);
        rectangle.Add(_points[pointIndex]);
        rectangle.Add(fourthPoint);

        // Calculate points positions
        Vector2[] pointsSorted = sortClockwise(rectangle);

        // Instantiate and scale a mask tile based on these 4 points
        GameObject maskTile = Instantiate(
            maskSpritePrefab,
            new Vector3(
                pointsSorted[0].x + ((pointsSorted[1].x - pointsSorted[0].x) / 2),
                pointsSorted[0].y - ((pointsSorted[0].y - pointsSorted[3].y) / 2),
                0f
            ),
            transform.rotation
        );

        maskTile.transform.localScale = new Vector3(
            pointsSorted[1].x - pointsSorted[0].x,
            pointsSorted[0].y - pointsSorted[3].y,
            0f
        );

        // Insert fourth point in the list, rewrite current
        _points[pointIndex] = fourthPoint;

        // Delete 2 previous points
        _points.RemoveAt(pointIndex - 1);
        _points.RemoveAt(pointIndex - 2);
    }
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