///////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>
        /// BuildMesh
        /// # Creates decal's mesh and applys new texture coords
        /// </summary>
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
        public void BuildMesh(GenericMeshDecal decal)
        {
            MeshFilter filter = decal.GetComponent <MeshFilter> ();

            if (filter == null)
            {
                filter = decal.gameObject.AddComponent <MeshFilter> ();
            }

            if (decal.GetComponent <Renderer> () == null)
            {
                decal.gameObject.AddComponent <MeshRenderer> ();
            }

            decal.GetComponent <Renderer> ().material = decal.material;

            if (decal.material == null || decal.sprite == null)
            {
                filter.mesh = null;
                return;
            }

            affectedObjects = BasicFunctions.GetAllAffectedObjects(BasicFunctions.GetTransformBounds(decal.transform), decal.affectedLayers);

            foreach (GameObject go in affectedObjects)
            {
                if (!go.GetComponent <WayPoint> () && !go.GetComponent <GenericMeshDecal> ())
                {
                    BasicFunctions.BuildDecalForObject(decal, go);
                }
            }

            BasicFunctions.Push(decal.distanceFromHit);

            Mesh mesh = null;

            if (planarDecal)
            {
                mesh = CreatePlanarMesh(1, 1);
            }
            else
            {
                mesh = BasicFunctions.CreateMesh();
////				ModifyPlanarMesh (ref mesh, 1, 1);
            }

            if (mesh != null)
            {
                mesh.name   = "GenericPoly";
                filter.mesh = mesh;
            }
        }
Example #2
0
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>
        /// CreateNewDecal
        /// # Create a new mesh decal in the scene
        /// </summary>
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
        public GenericMeshDecal CreateNewMeshDecal(Material decalMaterial, Transform parent, Vector3 point, Vector3 normal, float scaleMultiplier, Vector2 rotationRange, bool attachDecalToCollisionObject)
        {
            //print ("CreateNewDecal");

            GenericMeshDecal actualDecal = Instantiate(decalPrefab.gameObject).GetComponent <GenericMeshDecal> ();

            actualDecal.material             = decalMaterial;
            actualDecal.transform.position   = point + 0.001f * normal;
            actualDecal.transform.localScale = scaleMultiplier * actualDecal.transform.localScale;
            actualDecal.transform.rotation   = Quaternion.FromToRotation(Vector3.up, normal);

            if (attachDecalToCollisionObject)
            {
                actualDecal.transform.parent = parent;
            }
            else
            {
                GameObject decalsContainer = BasicFunctions.CreateContainerIfNotExists(BasicDefines.MESH_DECAL_CONTAINER_NAME);
                actualDecal.transform.parent = decalsContainer.transform;
            }

            actualDecal.rotationRange = rotationRange;

            actualDecal.name = "RunTimeDecal";

            actualDecal.UpdateDecallShape(true, false);


            return(actualDecal.GetComponent <GenericMeshDecal> ());
        }
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
        /// <summary>
        /// OnInspectorGUI
        /// </summary>
        ///////////////////////////////////////////////////////////////////////////////////////////////////////
        public override void OnInspectorGUI()
        {
            GenericMeshDecal decal = (GenericMeshDecal)target;

            bool updateShape = false;

            if (decal.material)
            {
                string actualMaterialName = decal.material.name;

                decal.material = EditorBasicFunctions.DrawMeshDecalElements(decal, false, new Rect(0, 0, EditorGUIUtility.currentViewWidth, EditorGUIUtility.singleLineHeight), null);

                if (decal.material.name != actualMaterialName)
                {
                    updateShape = true;

                    //Debug.Log ("Material Change: "+decal.material);
                    decal.GetComponent <Renderer>().sharedMaterial = decal.material;
                }
            }

            if (GUI.changed || updateShape)
            {
                decal.UpdateDecallShape(false, false);
            }
        }