// fill area {from}, {to} by rectangle public static RectangleMesh FillRectangle(Vector3 from, Vector3 to, Material meshMat = null, bool attachRigidbody = true) { GameObject rectangleMesh = new GameObject(); rectangleMesh.transform.position = (from + to) / 2; RectangleMesh rectangleComponent = rectangleMesh.AddComponent <RectangleMesh>(); rectangleComponent.Build(to - from, meshMat); if (attachRigidbody) { rectangleMesh.AddComponent <Rigidbody2D>(); } return(rectangleComponent); }
// build rectangle from Rect public static RectangleMesh FillRectangle(Rect rect, Material meshMat = null, bool attachRigidbody = true) { GameObject rectangleMesh = new GameObject(); rectangleMesh.transform.position = rect.center; RectangleMesh rectangleComponent = rectangleMesh.AddComponent <RectangleMesh>(); rectangleComponent.Build(rect.size, meshMat); if (attachRigidbody) { rectangleMesh.AddComponent <Rigidbody2D>(); } return(rectangleComponent); }
public static RectangleMesh AddRectangle(Vector3 position, Vector2 size, Material meshMat = null, bool attachRigidbody = true) { GameObject rectangleMesh = new GameObject(); rectangleMesh.transform.position = position; RectangleMesh rectangleComponent = rectangleMesh.AddComponent <RectangleMesh>(); rectangleComponent.Build(size, meshMat); if (attachRigidbody) { rectangleMesh.AddComponent <Rigidbody2D>(); } return(rectangleComponent); }