void Awake() { canvasRenderer = gameObject.AddComponent <CanvasRenderer>(); canvasRenderer.SetMaterial(material, null); mesh = new Mesh(); datas = new Linedata(); }
void ADDLine(Vector3 start, Vector3 end, float width, ref Linedata ld) { float h = 0.5f * width; float angle = getAngle(start, end); int initIndex = ld.verts.Count; ld.verts.Add(new Vector3(start.x + h * Mathf.Cos(angle / 180 * Mathf.PI), start.y + h * Mathf.Sin(angle / 180 * Mathf.PI))); ld.verts.Add(new Vector3(start.x - h * Mathf.Cos(angle / 180 * Mathf.PI), start.y - h * Mathf.Sin(angle / 180 * Mathf.PI))); ld.verts.Add(new Vector3(end.x + h * Mathf.Cos(angle / 180 * Mathf.PI), end.y + h * Mathf.Sin(angle / 180 * Mathf.PI))); ld.verts.Add(new Vector3(end.x - h * Mathf.Cos(angle / 180 * Mathf.PI), end.y - h * Mathf.Sin(angle / 180 * Mathf.PI))); ld.triganles.Add(initIndex); ld.triganles.Add(initIndex + 1); ld.triganles.Add(initIndex + 3); ld.triganles.Add(initIndex); ld.triganles.Add(initIndex + 2); ld.triganles.Add(initIndex + 3); }