public void GenerateRuntimeMesh() { if (_rGen == null) { _rGen = new RandomGen(); } _rGen.seed = seed; // Debug.Log("GenerateRuntimeMesh "+seed); GenerateMesh.Generate(this); // Debug.Log(_volumes.Count); for (int v = 0; v < _volumes.Count; v++) { _volumes[v].GenerateRuntimeMesh(); } }
private void Update() { HUtils.log(); #if UNITY_EDITOR if (building.regenerate) { UnityEditor.Undo.SetCurrentGroupName("Regenerate Building"); int group = UnityEditor.Undo.GetCurrentGroup(); building.MarkGenerated(); GenerateMesh.Generate(building); Renderer[] renders = transform.GetComponentsInChildren <Renderer>(); UnityVersionWrapper.SetSelectedWireframeHidden(renders, !building.showWireframes); UnityEditor.Undo.CollapseUndoOperations(group); } #endif }