This is a problem i have been working on for days, i haven't been able to find questions on here or the unity forums that can help, could anybody help?
I have code in unity 3D C# that takes a hexagon prefab and clones it into a grid. But with my code that changes the colour of the Hexagons when clicked on only the First one in the hierarchy is affected, if i click on any of the other tiles nothing changes. No errors are given.
HERE is a video showing what i mean (you cannot see the mouse but i also try clicking on the tiles adjacent to the first one).
Grid Generation Code:
//Method to initialise Hexagon width and height
void setSizes()
{
//renderer component attached to the Hex prefab is used to get the current width and height
hexWidth = Hex.renderer.bounds.size.x;
hexHeight = Hex.renderer.bounds.size.z;
}
//Method to calculate the position of the first hexagon tile
//The center of the hex grid is (0,0,0)
Vector3 calcInitPos()
{
Vector3 initPos;
//the initial position will be in the left upper corner
initPos = new Vector3(-hexWidth * gridWidthInHexes / 2f + hexWidth / 2, 0,
gridHeightInHexes / 2f * hexHeight - hexHeight / 2);
return initPos;
}
//method used to convert hex grid coordinates to game world coordinates
public Vector3 calcWorldCoord(Vector2 gridPos)
{
//Position of the first hex tile
Vector3 initPos = calcInitPos();
//Every second row is offset by half of the tile width
float offset = 0;
if (gridPos.y % 2 != 0)
offset = hexWidth / 2;
float x = initPos.x + offset + gridPos.x * hexWidth;
//Every new line is offset in z direction by 3/4 of the hexagon height
float z = initPos.z - gridPos.y * hexHeight * 0.75f;
return new Vector3(x, 0, z);
}
//Finally the method which initialises and positions all the tiles
void createGrid()
{
//Game object which is the parent of all the hex tiles
GameObject hexGridGO = new GameObject("HexGrid");
for (float y = 0; y < gridHeightInHexes; y++)
{
for (float x = 0; x < gridWidthInHexes; x++)
{
//GameObject assigned to Hex public variable is cloned
GameObject hex = (GameObject)Instantiate(Hex);
//Current position in grid
Vector2 gridPos = new Vector2(x, y);
hex.transform.position = calcWorldCoord(gridPos);
hex.transform.parent = hexGridGO.transform;
}
}
}
//The grid should be generated on game start
void Start()
{
setSizes();
createGrid();
}
}
Colour Chaning code:
using UnityEngine;
using System.Collections;
public class tilechange : MonoBehaviour {
public Material Black;
public Material Grey;
public Material OGrey;
public int colour;
void Start()
{
renderer.material = Grey;
}
void OnGUI()
{
if (GUI.Button (new Rect (400,300, 60, 25), "Black"))
{
colour = 2;
Debug.Log ("colour black");
}
if (GUI.Button (new Rect (400,330, 60, 25), "Grey"))
{
colour = 1;
Debug.Log ("colour grey");
}
if (GUI.Button (new Rect (400,360, 60, 25), "Orange Border"))
{
colour = 3;
Debug.Log ("colour OGrey");
}
}
void OnMouseDown () {
Debug.Log ("click worked");
if(colour == 1)
{
renderer.material = Grey;
Debug.Log ("grey");
}
if(colour == 2)
{
renderer.material = Black;
Debug.Log ("black");
}
if(colour == 3)
{
renderer.material = OGrey;
Debug.Log ("OGrey");
}
}
}
If anyone could help me with this it would be much appreciated :)