Ejemplo n.º 1
0
 public void Set(MeshBuffer m)
 {
     if (this.mFilter == null)
     {
         this.mFilter = base.gameObject.GetComponent <MeshFilter>();
     }
     if (this.mFilter == null)
     {
         this.mFilter = base.gameObject.AddComponent <MeshFilter>();
     }
     if (this.mRen == null)
     {
         this.mRen = base.gameObject.GetComponent <MeshRenderer>();
     }
     if (this.mRen == null)
     {
         this.mRen = base.gameObject.AddComponent <MeshRenderer>();
         this.UpdateMaterials();
     }
     if (m.vSize < 0xfde8)
     {
         bool rebuildIndices = m.ExtractMeshBuffers(ref this.mVerts, ref this.mUVs, ref this.mColors, ref this.mIndices);
         Mesh mesh           = this.GetMesh(ref rebuildIndices, m.vSize);
         mesh.vertices  = this.mVerts;
         mesh.uv        = this.mUVs;
         mesh.colors    = this.mColors;
         mesh.triangles = this.mIndices;
         mesh.RecalculateBounds();
         this.mFilter.mesh = mesh;
     }
     else
     {
         if (this.mFilter.mesh != null)
         {
             this.mFilter.mesh.Clear();
         }
         Debug.LogError("Too many vertices on one panel: " + m.vSize);
     }
 }
Ejemplo n.º 2
0
 public void Set(MeshBuffer m)
 {
     if (this.mFilter == null)
     {
         this.mFilter = base.gameObject.GetComponent<MeshFilter>();
     }
     if (this.mFilter == null)
     {
         this.mFilter = base.gameObject.AddComponent<MeshFilter>();
     }
     if (this.mRen == null)
     {
         this.mRen = base.gameObject.GetComponent<MeshRenderer>();
     }
     if (this.mRen == null)
     {
         this.mRen = base.gameObject.AddComponent<MeshRenderer>();
         this.UpdateMaterials();
     }
     if (m.vSize >= 65000)
     {
         if (this.mFilter.mesh != null)
         {
             this.mFilter.mesh.Clear();
         }
         Debug.LogError(string.Concat("Too many vertices on one panel: ", m.vSize));
     }
     else
     {
         bool flag = m.ExtractMeshBuffers(ref this.mVerts, ref this.mUVs, ref this.mColors, ref this.mIndices);
         Mesh mesh = this.GetMesh(ref flag, m.vSize);
         mesh.vertices = this.mVerts;
         mesh.uv = this.mUVs;
         mesh.colors = this.mColors;
         mesh.triangles = this.mIndices;
         mesh.RecalculateBounds();
         this.mFilter.mesh = mesh;
     }
 }