static void AddWindow() { //创建窗口 CombineMesh window = (CombineMesh)EditorWindow.GetWindow(typeof(CombineMesh), false, "合并Mesh"); window.Show(); }
void Init() { if (_positionBuffer1) { return; } if (_mesh == null) { _mesh = new CombineMesh(_shapes); } else { _mesh.Rebuild(_shapes); } _positionBuffer1 = CreateBuffer(); _positionBuffer2 = CreateBuffer(); _velocityBuffer1 = CreateBuffer(); _velocityBuffer2 = CreateBuffer(); _rotationBuffer1 = CreateBuffer(); _rotationBuffer2 = CreateBuffer(); _kernelMaterial = CreateMaterial(_kernelShader); InitializeAndPrewarmBuffers(); }
public override void OnInspectorGUI() { DrawDefaultInspector(); CombineMesh _combineMesh = (CombineMesh)target; if (GUILayout.Button("CombineMesh")) { _combineMesh.CombineMeshInitiate(); } }
public override void OnInspectorGUI() { base.OnInspectorGUI(); if (GUILayout.Button("Combine mesh")) { CombineMesh cm = (CombineMesh)target; cm.CombineMeshes(); } if (GUILayout.Button("Destroy child renderers")) { CombineMesh cm = (CombineMesh)target; cm.RemoveChildRenderers(); } }
// Use this for initialization void Start () { state = mapStates.WaitforReset; combineMesh = gameObject_map.GetComponent<CombineMesh>(); mapdynamicloading = gameObject_map.GetComponent<MapDynamicLoading>(); eachChunckSize = combineMesh.ChunkSize; SecondsOfWaitReset = mapdynamicloading.originTimeToReset; timeOfReset = mapdynamicloading.originTimeToReset; SecondsOfWaitCollapse = mapdynamicloading.originTimeToCollapse; timeOfCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse; SecondsOfCollapse = mapdynamicloading.originTimeToCFinish; timeOfFinishCollapse = mapdynamicloading.originTimeToReset + mapdynamicloading.originTimeToCollapse + mapdynamicloading.originTimeToCFinish; circle_green.SetActive(false); circle_red.SetActive(false); GameOver.SetActive(false); }
// Use this for initialization void Start() { combineMesh = GetComponent <CombineMesh>(); numOfChunk = combineMesh.ChunkCount; maxX = combineMesh.Chunk_X_Max; maxZ = combineMesh.Chunk_Z_Max; eachChunkSize = combineMesh.ChunkSize; visibleChunk = visibleScope / eachChunkSize; lengthOfMap = maxX * eachChunkSize; widthOfMap = maxZ * eachChunkSize; //----------------------------安全区------------------------------------- timeToFall = new float[maxX, maxZ]; floor = InitializeMap(); InitializeFallTime(floor); Array.Sort(floor); //----------------------------动态加载----------------------------------- //player = GameObject.FindGameObjectsWithTag ("Player"); // foreach (GameObject p in player) { // if (p.GetComponent<PhotonView> ().isMine) { // mine = p; // break; // } // } mine = PlayerManager.LocalPlayerInstance; mapChunk = new GameObject[maxX, maxZ]; flag = new int[maxX, maxZ]; GetObjectPosition(mine, out nowX, out nowZ); CreateChunk(nowX, nowZ); lastX = nowX; lastZ = nowZ; }