void Awake() { if (m_Polygon == null) { m_Polygon = new Shape_Polygon(); } }
void DrawPoly(Shape_Polygon polygon, float radiusInner) { //GL.Begin(GL.QUADS); // Triangle if (radiusInner == 0) { GL.Begin(GL.TRIANGLES); // Triangle for (var i = 0; i < polygon.m_NumberOfSides; i++) { int index2 = i + 1; if (i == polygon.m_NumberOfSides - 1) { index2 = 0; } GL.Vertex3(transform.position.x, transform.position.y, transform.position.z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV GL.Vertex3(m_VertexPositions[i].x, m_VertexPositions[i].y, m_VertexPositions[i].z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV GL.Vertex3(m_VertexPositions[index2].x, m_VertexPositions[index2].y, m_VertexPositions[index2].z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV } GL.End(); } else { GL.Begin(GL.QUADS); // Triangle for (var i = 0; i < polygon.m_NumberOfSides; i++) { int index2 = i + 1; if (i == polygon.m_NumberOfSides - 1) { index2 = 0; } GL.Vertex3(m_VertexPositions[i].x, m_VertexPositions[i].y, m_VertexPositions[i].z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV GL.Vertex3(m_VertexPositions[index2].x, m_VertexPositions[index2].y, m_VertexPositions[index2].z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV GL.Vertex3(m_VertexPositions[index2 + m_Polygon.m_NumberOfSides].x, m_VertexPositions[index2 + m_Polygon.m_NumberOfSides].y, m_VertexPositions[index2 + m_Polygon.m_NumberOfSides].z); // Center Vert //GL.TexCoord2 (pos.x, 1-pos.y); // Center UV GL.Vertex3(m_VertexPositions[i + m_Polygon.m_NumberOfSides].x, m_VertexPositions[i + m_Polygon.m_NumberOfSides].y, m_VertexPositions[i + m_Polygon.m_NumberOfSides].z); // Center Vert // GL.TexCoord2 (pos.x, 1-pos.y); // Center UV } GL.End(); } }