Esempio n. 1
0
        public override void CreateQuad(Cubeside side)
        {
            string textureName;

            switch (side)
            {
            case Cubeside.TOP: {
                textureName = textureNames[0];
                break;
            }

            case Cubeside.BOTTOM:
            {
                textureName = textureNames[1];
                break;
            }

            default:
            {
                textureName = textureNames[2];
                break;
            }
            }

            QuadMesh quadMesh = new QuadMesh(side);

            TextureAtlasMapper mapper = Game.currentGame.mapper;

            Vector2[] uvs = mapper.GetMappedUVs(textureName);

            GameObject quad = new GameObject("Quad");

            quad.transform.position = globalPosition;
            quad.transform.parent   = chunk.GameObject.transform;
            MeshFilter meshFilter = (MeshFilter)quad.AddComponent(typeof(MeshFilter));
            Mesh       myMesh     = quadMesh.mesh;

            myMesh.uv = uvs;
            myMesh.RecalculateBounds();
            myMesh.name     = "my mesh";
            meshFilter.mesh = myMesh;

            MeshRenderer renderer = quad.AddComponent(typeof(MeshRenderer)) as MeshRenderer;
        }
Esempio n. 2
0
        public virtual void CreateQuad(Cubeside side)
        {
            string[] textures = new String[6];

            if (textureNames.Length == 1)
            {
                for (int j = 0; j < 6; j++)
                {
                    textures[j] = textureNames[0];
                }
            }
            else
            {
                textures = textureNames;
            }

            for (int i = 0; i < textures.Length; i++)
            {
                QuadMesh quadMesh = new QuadMesh(side);

                TextureAtlasMapper mapper = Game.currentGame.mapper;
                Vector2[]          uvs    = mapper.GetMappedUVs(textures[i]);

                GameObject quad = new GameObject("Quad");

                quad.transform.position = globalPosition;
                quad.transform.parent   = chunk.GameObject.transform;
                MeshFilter meshFilter = (MeshFilter)quad.AddComponent(typeof(MeshFilter));
                Mesh       myMesh     = quadMesh.mesh;
                myMesh.uv = uvs;
                myMesh.RecalculateBounds();
                myMesh.name     = "my mesh";
                meshFilter.mesh = myMesh;


                hasCubeSideMesh[side] = true;
            }
        }