using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class NodeEditor : MonoBehaviour { [SerializeField] private Transform childTrans; [SerializeField] private MeshRenderer meshRend; private GridEditorManager gridEditorManager; public Transform ChildTransform => childTrans; private int row, col; public int Row => row; public int Col => col; public void OnMouseDown() { switch (LevelGeneratorPanel.levelEditorButtonState) { case LevelEditorButtonType.SHOW: // remove from blocked dict if added // regenerate Debug.Log($"OnMouseDown SHOW Row: {row}, col: {col}"); gridEditorManager.RemoveBlockedGridValue(row, col); gridEditorManager.GenerateNewGridData(); break; case LevelEditorButtonType.HIDE: // add to blocked dict // regenerate Debug.Log($"OnMouseDown Hide Row: {row}, col: {col}"); gridEditorManager.AddBlockedGridValue(row, col); gridEditorManager.GenerateNewGridData(); break; default: break; } } public void InitGridManagerTest(GridEditorManager gridManagerTest, int row, int col) { this.row = row; this.col = col; this.gridEditorManager = gridManagerTest; } public void ToggleMeshState(bool state) { meshRend.enabled = state; // childTrans.gameObject.SetActive(state != false); } }