public VertexPool(Material material, AltTrail owner) { _vertexTotal = _vertexUsed = 0; _vertCountChanged = false; _owner = owner; CreateMeshObj(owner, material); _material = material; InitArrays(); IndiceChanged = ColorChanged = UVChanged = UV2Changed = VertChanged = true; }
void CreateMeshObj(AltTrail owner, Material material) { GameObject obj = new GameObject("SaberTrail"); obj.layer = owner.gameObject.layer; obj.AddComponent <MeshFilter>(); obj.AddComponent <MeshRenderer>(); obj.transform.position = Vector3.zero; obj.transform.rotation = Quaternion.identity; _meshFilter = (MeshFilter)obj.GetComponent(typeof(MeshFilter)); var Meshrenderer = (MeshRenderer)obj.GetComponent(typeof(MeshRenderer)); Meshrenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; Meshrenderer.receiveShadows = false; Meshrenderer.GetComponent <Renderer>().sharedMaterial = material; Meshrenderer.sortingLayerName = _owner.SortingLayerName; Meshrenderer.sortingOrder = _owner.SortingOrder; _meshFilter.sharedMesh = new Mesh(); }