void Awake() { parser = new BSPParser(RESOURCESPATH + FILENAME); _textures = parser.Textures; _vertexes = parser.Vertexes; _planes = parser.Planes; _faces = parser.Faces; _models = parser.Models; _meshverts = parser.Meshverts; _nodes = parser.Nodes; _leafs = parser.Leafs; _leaffaces = parser.Leaffaces; _visdata = parser.Visdata; _playerstart = parser.GetPlayerStartPosition(); }
void Awake() { parser = new BSPParser(RESOURCESPATH + FILENAME); _entities = parser.Entities; _textures = parser.Textures; _vertexes = parser.Vertexes; _planes = parser.Planes; _faces = parser.Faces; _models = parser.Models; _meshverts = parser.Meshverts; _nodes = parser.Nodes; _leafs = parser.Leafs; _leaffaces = parser.Leaffaces; _visdata = parser.Visdata; _playerstart = parser.GetPlayerStartPosition(); mesh = new UnityEngine.Mesh(); }
void Awake() { parser = new BSPParser(RESOURCESPATH + FILENAME); _textures = parser.Textures; _vertexes = parser.Vertexes; _planes = parser.Planes; _faces = parser.Faces; _models = parser.Models; _meshverts = parser.Meshverts; _nodes = parser.Nodes; _leafs = parser.Leafs; _leaffaces = parser.Leaffaces; _leafbrushes = parser.Leafbrushes; _brushes = parser.Brushes; _brushsides = parser.Brushsides; _visdata = parser.Visdata; _playerstart = parser.GetPlayerStartPosition(); }