Example #1
0
    Mesh lightMesh;                                                                                                     // Mesh for our light mesh

    // Called at beginning of script execution
    void Start()
    {
        PseudoSinCos.initPseudoSinCos();

        //-- Step 1: obtain all active meshes in the scene --//
        //---------------------------------------------------------------------//

        MeshFilter   meshFilter = (MeshFilter)gameObject.AddComponent(typeof(MeshFilter));                      // Add a Mesh Filter component to the light game object so it can take on a form
        MeshRenderer renderer   = gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;                // Add a Mesh Renderer component to the light game object so the form can become visible

        //gameObject.name = "2DLight";
        //renderer.material.shader = Shader.Find ("Transparent/Diffuse");							// Find the specified type of material shader
        renderer.sharedMaterial = lightMaterial;                                                                                                                // Add this texture
        lightMesh       = new Mesh();                                                                                                                           // create a new mesh for our light mesh
        meshFilter.mesh = lightMesh;                                                                                                                            // Set this newly created mesh to the mesh filter
        lightMesh.name  = "Light Mesh";                                                                                                                         // Give it a name
        lightMesh.MarkDynamic();
    }
    void Start () {

        staticLight1 = false;
        cam = GameObject.FindGameObjectWithTag("MainCamera");
		PseudoSinCos.initPseudoSinCos();
		
		//Шаг 1 - Первоначальная настройка меша света

		MeshFilter meshFilter = (MeshFilter)gameObject.AddComponent(typeof(MeshFilter));//Добавить меш фильтр
		MeshRenderer renderer = gameObject.AddComponent(typeof(MeshRenderer)) as MeshRenderer;// Добавить меш рендерер свету
		renderer.sharedMaterial = lightMaterial;// Добавить материал света
        if (lightTexture != null)
        {
            renderer.sharedMaterial.SetTexture("_MainTex", lightTexture);
        }
		lightMesh = new Mesh();// Создать меш, который будет формировать свет
		meshFilter.mesh = lightMesh;
		lightMesh.name = "Light Mesh";
		lightMesh.MarkDynamic ();

        renderStage = 0;

	}
Example #3
0
    // Called at beginning of script execution
    public void Rebuild()
    {
        //--mesh filter--//
        MeshFilter meshFilter = GetComponent <MeshFilter>();

        if (meshFilter == null)
        {
            //Debug.LogError("MeshFilter not found!");
            return;
        }

        Mesh mesh = meshFilter.sharedMesh;

        if (mesh == null)
        {
            meshFilter.mesh = new Mesh();
            mesh            = meshFilter.sharedMesh;
        }
        mesh.Clear();



        PseudoSinCos.initPseudoSinCos();

        //-- Step 1: obtain all active meshes in the scene --//
        //---------------------------------------------------------------------//

        //MeshRenderer renderer = gameObject.GetComponent<MeshRenderer>();		// Add a Mesh Renderer component to the light game object so the form can become visible

        lightMesh       = new Mesh();                                                                                                                           // create a new mesh for our light mesh
        meshFilter.mesh = lightMesh;                                                                                                                            // Set this newly created mesh to the mesh filter
        lightMesh.name  = "Light Mesh";                                                                                                                         // Give it a name
        lightMesh.MarkDynamic();

        Layer = 1 << 8;
    }