Esempio n. 1
0
        private void UpdateMesh()
        {
            OnlineMapsTileSetControl control = OnlineMapsTileSetControl.instance;

            if (tilesetCollider == null)
            {
                tilesetCollider = control.GetComponent <Collider>();
            }
            Bounds bounds = tilesetCollider.bounds;

            // Clear overlay mesh
            overlayMesh.Clear(true);

            // Init verticles and normals
            float y = bounds.max.y + 0.5f;

            overlayMesh.vertices = new[]
            {
                new Vector3(bounds.min.x, y, bounds.min.z),
                new Vector3(bounds.min.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.max.z),
                new Vector3(bounds.max.x, y, bounds.min.z)
            };

            overlayMesh.normals = new[]
            {
                Vector3.up,
                Vector3.up,
                Vector3.up,
                Vector3.up
            };

            // Init overlay UV
            OnlineMaps map = OnlineMaps.instance;

            double tlx, tly, brx, bry;

            map.GetTileCorners(out tlx, out tly, out brx, out bry);

            int maxTileCount = 1 << map.zoom;

            float uvX1 = (float)(tlx / maxTileCount);
            float uvX2 = (float)(brx / maxTileCount);

            if (uvX1 > uvX2)
            {
                uvX2 += 1;
            }

            float uvY1 = (float)(1 - tly / maxTileCount);
            float uvY2 = (float)(1 - bry / maxTileCount);

            overlayMesh.uv = new[]
            {
                new Vector2(uvX2, uvY1),
                new Vector2(uvX2, uvY2),
                new Vector2(uvX1, uvY2),
                new Vector2(uvX1, uvY1)
            };

            // Init triangles
            overlayMesh.SetTriangles(new[]
            {
                0, 1, 2,
                0, 2, 3
            }, 0);

            overlayMesh.RecalculateBounds();
            overlayMesh.RecalculateNormals();
        }