Hi,
I’m not sure if I’m being completely dense here or not, but I’m not understanding how I can populate all the parts of a LayeredGridGraph at runtime. I’m looking to implement some basic navigation which follows similar rules to the way Dwarf Fortress does. A quick summary is 1x1x1 block in Unity is going to be one of the following:
- Air (flyable)
- Ground (walkable)
- Wall
- Stairs (walkable) - a path directly +1 or -1 Y level.
- Ramp (walkable) - a path +1 or -1 Y level, but also translates X/Z depending on the direction of travel
- Fluid
After battling with the LayeredGridGraph for a while, I’m starting to think I’m rather obtuse here, because I can’t see how I can populate this information from nothing once my world is generated in code. Can anyone point me in the right direction?