public static void BuildEdge(D2dEdgeColliderCell cell, Stack <EdgeCollider2D> tempColliders, GameObject child, float weld, float detail) { // Find the start points of paths for (var i = 0; i < pointCount; i++) { var point = points[i]; // Build path from point if (point.Used == false) { Trace(point); WeldLines(weld); OptimizeEdges(detail); cell.AddPath(tempColliders, child, ExtractPoints(0)); } } }
public static void BuildEdge(D2dEdgeColliderCell cell, List <EdgeCollider2D> unusedColliders, GameObject child, float detail) { cell.Clear(unusedColliders); // Find the start points of paths for (var i = 0; i < pointCount; i++) { var point = points[i]; if (point.Used == false) { Trace(point); WeldLines(); OptimizeEdges(detail); cell.AddPath(unusedColliders, child, ExtractPoints(0)); } } }