//刷新单个mesh类型 public void Refresh(MeshClass meshClass) { if (chunkParent == null) { return; } chunkParent.Refresh(meshClass); for (int i = 0; i < neighbors.Length; i++) { HexCell neighbor = neighbors[i]; if (neighbor != null && neighbor.chunkParent != chunkParent) { neighbor.chunkParent.Refresh(meshClass); } } }
//对mesh进行刷新 public void Refresh(MeshClass meshClass) { isMeshChange = true; switch (meshClass) { case MeshClass.terrainMesh: terrainMesh.TrangulateByMeshClass(cells); break; case MeshClass.waterMesh: waterMesh.TrangulateByMeshClass(cells); break; case MeshClass.waterEdgeMesh: waterEdgeMesh.TrangulateByMeshClass(cells); break; } }