public List<Vector3> renderColVertices()
{
int dataIndex = 0;
float z2 = _currentLayerID * -10;
float z = _currentLayerID * -10 + 5; // - _tileset.height;
//_currentLayerID = _currentLayerID * 10;
TileSet.CollisionFormat collision = TileSet.CollisionFormat.none;
List<Vector3> vertices = new List<Vector3> ();
for (int i = 1; i <= _height; i++) {
for (int j = 1; j <= _width; j++) {
string dataValue = _data [dataIndex].ToString ().Trim ();
if (dataValue != "0") {
collision = _tileset.GetCollision (int.Parse (dataValue));
if (collision != TileSet.CollisionFormat.none) {
if ((collision & TileSet.CollisionFormat.top) != 0) {
vertices.AddRange (new Vector3[] {
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z2),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), z2),
});
_vertexCount += 4;
}
if ((collision & TileSet.CollisionFormat.bottom) != 0) {
vertices.AddRange (new Vector3[] {
new Vector3 (_tileset.width * j, _tileset.height * -i, z),
new Vector3 (_tileset.width * j, _tileset.height * -i, z2),
new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, z),
new Vector3 (_tileset.width * (j + 1), _tileset.height * -i, z2),
});
_vertexCount += 4;
}
if ((collision & TileSet.CollisionFormat.left) != 0) {
vertices.AddRange (new Vector3[] {
new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 1), z2),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 0), z),
new Vector3 (_tileset.width * j, _tileset.height * (-i + 0), z2),
});
_vertexCount += 4;
}
if ((collision & TileSet.CollisionFormat.right) != 0) {
vertices.AddRange (new Vector3[] {
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), z),
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 0), z2),
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z),
new Vector3 (_tileset.width * (j + 1), _tileset.height * (-i + 1), z2),
});
_vertexCount += 4;
}
}
}
dataIndex++;
}
}
// _vertexCount = vertices.Length();
return vertices;
}