Exemple #1
0
    private void Awake()
    {
        vertices2D = new List <Vector2>();

        vertices2D.Add(new Vector2(0, 0));
        vertices2D.Add(new Vector2(0, 25));
        vertices2D.Add(new Vector2(25, 25));
        vertices2D.Add(new Vector2(25, 50));
        vertices2D.Add(new Vector2(0, 50));
        vertices2D.Add(new Vector2(0, 75));
        vertices2D.Add(new Vector2(75, 75));
        vertices2D.Add(new Vector2(75, 50));
        vertices2D.Add(new Vector2(50, 50));
        vertices2D.Add(new Vector2(50, 25));
        vertices2D.Add(new Vector2(75, 25));
        vertices2D.Add(new Vector2(75, 0));

        mesh        = new Mesh();
        mesh.name   = "parkingZoneMesh";
        filter      = gameObject.AddComponent <MeshFilter>();
        filter.mesh = mesh;

        var meshRender = MeshUtil.ApplyMaterial(gameObject, new Color32(165, 165, 165, 255));

        meshRender.sortingOrder = SortingOrder.Is(Layer.Polygon);

        spheres = new List <GameObject>();
        GameObject sphereHolderObj = new GameObject("SphereHolder");

        sphereHolderObj.transform.SetParent(transform, false);
        sphereHolder = sphereHolderObj.transform;

        nodes = new List <PathNode>();
        GameObject nodeHolderObj = new GameObject("NodeHolder");

        nodeHolderObj.transform.SetParent(transform, false);
        nodeHolder = nodeHolderObj.transform;

        shapeInfos = new List <ShapeInfo>();
        UpdateSelfShape();
    }
Exemple #2
0
    public void Init(List <Vector2> vertices2D)
    {
        if (mesh != null)
        {
            throw new Exception("QuadZone mesh already inited");
        }

        mesh        = new Mesh();
        mesh.name   = "QuadZoneMesh";
        filter      = gameObject.AddComponent <MeshFilter>();
        filter.mesh = mesh;

        MeshUtil.ApplyMaterial(gameObject, Color);

        int[]     indices  = Triangulator.Triangulate(vertices2D);
        Vector3[] vertices = vertices2D.Select(c => new Vector3(c.x, 0, c.y)).ToArray();
        mesh.Clear();
        mesh.vertices  = vertices;
        mesh.triangles = indices;
        mesh.RecalculateNormals();
        mesh.RecalculateBounds();
    }