private void Awake() { SetUpDirectories(); TextureFinder.AssignAllTextureDetails(); RegionCollection.regionCollectionPrefab = (GameObject)Resources.Load("Region Collection"); RegionCollection.CreateRegionCollection(new Vector3(-20, 20, -20), Vector3.zero, new IntVec3(3, 3, 3), "Test Region 1"); }
private void LateUpdate() { lock (_dataPositionArrays) { while (_dataPositionArrays.Count > 0) { IntVec3[] positions = _dataPositionArrays.Dequeue(); Block[] data = _dataArrays.Dequeue(); _breakOffs++; RegionCollection regionCollection = RegionCollection.CreateRegionCollection(_convexShapes.position, _convexShapes.eulerAngles, _dimensions, string.Format("{0} Break Off {1}", name, _breakOffs)); for (int i = 0; i < positions.Length; i++) { VoxelEdit.SetAt(regionCollection, positions[i], data[i]); } Rigidbody newRigidbody = regionCollection.transform.GetChild(1).rigidbody; newRigidbody.centerOfMass = _convexShapes.rigidbody.centerOfMass; newRigidbody.velocity = _convexShapes.rigidbody.velocity; newRigidbody.rigidbody.angularVelocity = _convexShapes.rigidbody.angularVelocity; } } }