public VertexPool(Material material, SFTrail owner) { _vertexTotal = _vertexUsed = 0; _vertCountChanged = false; _owner = owner; CreateMeshObj(owner, material); _material = material; InitArrays(); IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true; }
private void CreateMeshObj(SFTrail owner, Material material) { _gameObject = new GameObject("SaberTrail"); _gameObject.layer = owner.gameObject.layer; _meshFilter = _gameObject.AddComponent <MeshFilter>(); MeshRenderer = _gameObject.AddComponent <MeshRenderer>(); _gameObject.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity); MeshRenderer.shadowCastingMode = ShadowCastingMode.Off; MeshRenderer.receiveShadows = false; MeshRenderer.sharedMaterial = material; MeshRenderer.sortingLayerName = _owner.SortingLayerName; MeshRenderer.sortingOrder = _owner.SortingOrder; _meshFilter.sharedMesh = new Mesh(); }