public void OnDrawGizmos() { if (MeshFilter.mesh == null) { MeshFilter.mesh = new Mesh(); } if (Points == null || Points.Count < 3) { return; } VertList = new List <VertexDefinition>(); float colorNum = 0f; var lastVert = new VertexDefinition(Points.First().position, ColorUtility.HsvtoRgb(0, .8f, 1f)); foreach (var point in Points) { var thisVert = new VertexDefinition(point.position, ColorUtility.HsvtoRgb(colorNum, .8f, 1f), lastVert.Position, point.position); colorNum += COLOR_MOD; VertList.Add(thisVert); lastVert.NextPosition = thisVert.Position; lastVert = thisVert; } // last point required here to complete triangle MeshFilter.mesh.Clear(); MeshFilter.mesh.vertices = VertList.Select(vertex => vertex.Position).ToArray(); MeshFilter.mesh.colors = VertList.Select(vertex => vertex.Color).ToArray(); MeshFilter.mesh.normals = VertList.Select(vertex => vertex.NextPosition - vertex.Position).ToArray(); MeshFilter.mesh.tangents = VertList.Select(vertex => (vertex.LastPosition - vertex.Position).ConvertToVector4()).ToArray(); var indices = new List <int>(); for (var i = 0; i < VertList.Count; i++) { indices.Add(i); } MeshFilter.mesh.SetIndices(indices.ToArray(), MeshTopology.LineStrip, 0); MeshFilter.mesh.UploadMeshData(false); }
protected override Color ColorLerp(MutableObject mutable, Color a, Color b, float proportion) { float H1, S1, V1; float H2, S2, V2; ColorUtility.RGBToHSV(a, out H1, out S1, out V1); ColorUtility.RGBToHSV(b, out H2, out S2, out V2); float endH = ApplyHLerpField.GetFirstValue(mutable) ? H1 + (H2 - H1) * proportion : H2; float endS = ApplySLerpField.GetFirstValue(mutable) ? S1 + (S2 - S1) * proportion : S2; float endV = ApplyVLerpField.GetFirstValue(mutable) ? V1 + (V2 - V1) * proportion : V2; Color endColor = ColorUtility.HsvtoRgb(endH, endS, endV); endColor.a = DoApplyAlphaField.GetFirstValue(mutable)?a.a + (b.a - a.a) * proportion:b.a; return(endColor); }