Ejemplo n.º 1
0
    public void InstantiateThisChunk()
    {
        GOChunk = new GameObject();
        //GOChunk.transform.position = SurfacePatches[0, 0].BezierPoints[0, 0].Position;
        GOChunk.name = "BezierChunk" + Positionkey;
        GOChunk.AddComponent <MeshFilter>();
        GOChunk.AddComponent <MeshRenderer>();
        GOChunk.AddComponent <UnityBezierChunk>();
        GOChunk.AddComponent <MeshCollider>();
        MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>();

        tempFilter.mesh = MetaMesh;
        MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>();

        tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground"));
        UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>();

        UBChunk.chunk = this;
        MeshCollider collider = GOChunk.GetComponent <MeshCollider>();

        collider.sharedMesh     = MetaMesh;
        UBChunk.MetaMesh        = MetaMesh;
        UBChunk.AverageMidPoint = AverageMidPoint;
        GOChunk.SetActive(true);
        GOChunk.transform.parent = GenRef.transform;
    }
Ejemplo n.º 2
0
    public void RebuildChunkWithNeighbourUpdate()
    {
        AssignNoise();
        AssignPatches();
        GenRef.Cache.UpdateNeighbours(Positionkey);
        CalculateMetaMesh();

        MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>();

        tempFilter.mesh = MetaMesh;
        MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>();

        tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground"));
        UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>();

        UBChunk.chunk = this;
        MeshCollider collider = GOChunk.GetComponent <MeshCollider>();

        collider.sharedMesh     = MetaMesh;
        UBChunk.MetaMesh        = MetaMesh;
        UBChunk.AverageMidPoint = AverageMidPoint;
        GOChunk.SetActive(true);
    }
Ejemplo n.º 3
0
    public void RebuildChunk()
    {
        Debug.Log("Rebuild1");
        //AssignNoise();
        AssignPatches();
        CalculateMetaMesh();

        MeshFilter tempFilter = GOChunk.GetComponent <MeshFilter>();

        tempFilter.mesh = MetaMesh;
        MeshRenderer tempRenderer = GOChunk.GetComponent <MeshRenderer>();

        tempRenderer.material = new Material(Shader.Find("Custom/CellShading_Ground"));
        UnityBezierChunk UBChunk = GOChunk.GetComponent <UnityBezierChunk>();

        UBChunk.chunk = this;
        MeshCollider collider = GOChunk.GetComponent <MeshCollider>();

        collider.sharedMesh     = MetaMesh;
        UBChunk.MetaMesh        = MetaMesh;
        UBChunk.AverageMidPoint = AverageMidPoint;
        GOChunk.SetActive(true);
    }