void AddDecalQuad() { // create mesh DecalBuilder.CreateDecalMeshQuad(); // get decal DecalList.Add(DecalBuilder.decal); }
void AddDecalSkinned() { // create mesh DecalBuilder.CreateDecalMeshSkinned(SkiMesh); // get decal DecalList.Add(DecalBuilder.decal); }
void AddDecalStatic() { // create a mesh DecalBuilder.CreateDecalMeshStatic(); // get decal DecalList.Add(DecalBuilder.decal); }
public void AddDecalQuad(DecalDefinition decalDefinition, Vector3 direction, Vector3 point, float size, float angle) { // set globals DecalBuilder.SetUp(DecalType.Quad, gameObject, ref vertices, ref triangles, decalDefinition, direction, point, size, angle, -1, 0, 1); Process(true); }
public void AddDecal(DecalDefinition decalDefinition, Vector3 direction, Vector3 point) { // set globals DecalBuilder.SetUp(decType, gameObject, ref vertices, ref triangles, decalDefinition, direction, point, decalDefinition.size, decalDefinition.randomAngle ? Random.Range(0, 360) : decalDefinition.angle, decalDefinition.normalFactor, decalDefinition.pointOffset, decalDefinition.depth); Process(); }
public void AddDecal(DecalDefinition decalDefinition, Vector3 direction, Vector3 point, float size, float angle, float normalFactor = 0, float pointBackwardOffset = 0.25f, float depth = 1) { // set globals DecalBuilder.SetUp(decType, gameObject, ref vertices, ref triangles, decalDefinition, direction, point, size, angle, normalFactor, pointBackwardOffset, depth); Process(); }
public void AddDecalQuad(DecalDefinition decalDefinition, Vector3 direction, Vector3 point) { // set globals DecalBuilder.SetUp(DecalType.Quad, gameObject, ref vertices, ref triangles, decalDefinition, direction, point, decalDefinition.size, decalDefinition.randomAngle ? Random.Range(0, 360) : decalDefinition.angle, -1, 0, 1); Process(true); }