コード例 #1
0
        protected override void OnPopulateMesh(Mesh m)
        {
            if (mMesh == null)
            {
                mMesh = new WorldSpaceChartMesh(1);
            }
            else
            {
                mMesh.Clear();
            }
            int vPos = 0;

            mMinModifyIndex = 0; // not supported here
            foreach (UIVertex v in getVerices())
            {
                mTmpVerts[vPos++] = v;
                if (vPos == 4)
                {
                    vPos = 0;
                    mMesh.AddQuad(mTmpVerts[0], mTmpVerts[1], mTmpVerts[2], mTmpVerts[3]);
                }
            }

            mMesh.ApplyToMesh(m);
        }
コード例 #2
0
#pragma warning disable 0672
#if !UNITY_2017_1_OR_NEWER
        protected override void OnPopulateMesh(Mesh m)
        {
            m.Clear();
            if (mPopulated == false)
            {
                return;
            }
            WorldSpaceChartMesh chartmesh = new WorldSpaceChartMesh(true);

            FillChartMesh(chartmesh);
            chartmesh.ApplyToMesh(m);
        }
コード例 #3
0
ファイル: CanvasLinesHover.cs プロジェクト: bigdot-app/BigDOT
#pragma warning disable 0672

        protected override void OnPopulateMesh(Mesh m)
        {
            WorldSpaceChartMesh mesh = new WorldSpaceChartMesh(1);
            int vPos = 0;

            foreach (UIVertex v in getVerices())
            {
                mTmpVerts[vPos++] = v;
                if (vPos == 4)
                {
                    vPos = 0;

                    mesh.AddQuad(mTmpVerts[0], mTmpVerts[1], mTmpVerts[2], mTmpVerts[3]);
                }
            }
            mesh.ApplyToMesh(m);
        }
コード例 #4
0
        public void Generate(float startAngle, float angleSpan, float radius, float innerRadius, int segments, float outerDepth, float innerDepth)
        {
            WorldSpaceChartMesh mesh = new WorldSpaceChartMesh(1);
            float maxDepth           = Mathf.Max(outerDepth, innerDepth);

            if (maxDepth <= 0f)
            {
                PieMesh.Generate2dMesh(mesh, startAngle, angleSpan, radius, innerRadius, segments);
            }
            else
            {
                PieMesh.Generate3dMesh(mesh, startAngle, angleSpan, radius, innerRadius, segments, outerDepth, innerDepth);
            }

            if (mCleanMesh != null)
            {
                mCleanMesh.Clear();
                mesh.ApplyToMesh(mCleanMesh);
                MeshCollider collider = ChartCommon.EnsureComponent <MeshCollider>(gameObject);
                if (collider != null)
                {
                    collider.sharedMesh = null;
                    collider.sharedMesh = mCleanMesh;
                }
            }
            else
            {
                Mesh newMesh = mesh.Generate();
                newMesh.hideFlags = HideFlags.DontSave;
                if (mFilter == null)
                {
                    mFilter = GetComponent <MeshFilter>();
                }
                mFilter.sharedMesh = newMesh;
                MeshCollider collider = ChartCommon.EnsureComponent <MeshCollider>(gameObject);
                if (collider != null)
                {
                    collider.sharedMesh = newMesh;
                }
                ChartCommon.CleanMesh(newMesh, ref mCleanMesh);
            }
        }
コード例 #5
0
ファイル: RadarFill.cs プロジェクト: HuskyDrakusDev/AudioSurf
#pragma warning disable 0672
#if !UNITY_2017_1_OR_NEWER
        protected override void OnPopulateMesh(Mesh m)
        {
            if (mPath == null)
            {
                m.Clear();
                return;
            }
            WorldSpaceChartMesh mesh = new WorldSpaceChartMesh(1);

            foreach (UIVertex v in getVerices())
            {
                mesh.AddVertex(v);
            }
            for (int i = 0; i < mPath.Length; i++)
            {
                int prev = i - 1;
                if (prev < 0)
                {
                    prev = mPath.Length - 1;
                }
                mesh.AddTringle(prev, i, mPath.Length);
            }
            mesh.ApplyToMesh(m);
        }