static void PrepareResultGameObject(SpriteCutterGameObject resultGameObject, RendererParametersRepresentation tempParameters, SideCutData cutData) { resultGameObject.AssignMeshFilter(cutData.cuttedMesh); resultGameObject.AssignMeshRendererFrom(tempParameters); if (cutData.cuttedCollidersRepresentations != null) { resultGameObject.BuildCollidersFrom(cutData.cuttedCollidersRepresentations); } }
static void PrepareResultGameObject(SpriteCutterGameObject resultGameObject, RendererParametersRepresentation tempParameters, Mesh mesh, List <PolygonColliderParametersRepresentation> colliderRepresentations) { resultGameObject.AssignMeshFilter(mesh); resultGameObject.AssignMeshRendererFrom(tempParameters); if (colliderRepresentations != null) { resultGameObject.BuildCollidersFrom(colliderRepresentations); } }
static void PrepareResultGameObject(SpriteCutterGameObject resultGameObject, SpriteRenderer spriteRenderer, MeshRenderer meshRenderer, SideCutData cutData) { resultGameObject.AssignMeshFilter(cutData.cuttedMesh); if (spriteRenderer != null) { resultGameObject.AssignMeshRendererFrom(spriteRenderer); } else { resultGameObject.AssignMeshRendererFrom(meshRenderer); } if (cutData.cuttedCollidersRepresentations != null) { resultGameObject.BuildCollidersFrom(cutData.cuttedCollidersRepresentations); } }
static void PrepareResultGameObject( SpriteCutterGameObject resultGameObject, RendererParametersRepresentation tempParameters, SideCutData cutData ) { resultGameObject.AssignMeshFilter( cutData.cuttedMesh ); resultGameObject.AssignMeshRendererFrom( tempParameters ); if ( cutData.cuttedCollidersRepresentations != null ) { resultGameObject.BuildCollidersFrom( cutData.cuttedCollidersRepresentations ); } }
static void PrepareResultGameObject( SpriteCutterGameObject resultGameObject, SpriteRenderer spriteRenderer, MeshRenderer meshRenderer, SideCutData cutData ) { resultGameObject.AssignMeshFilter( cutData.cuttedMesh ); if ( spriteRenderer != null ) { resultGameObject.AssignMeshRendererFrom( spriteRenderer ); } else { resultGameObject.AssignMeshRendererFrom( meshRenderer ); } if ( cutData.cuttedCollidersRepresentations != null ) { resultGameObject.BuildCollidersFrom( cutData.cuttedCollidersRepresentations ); } }