// Use this for initialization void Start() { _Mesh = GetComponent<MeshFilter>().mesh; int length = _Mesh.uv.Length; for (int l = 0; l < length; l++) _Inks.Add(new Vector4(RandomFloat(0, 1), RandomFloat(0, 1), 0, 0)); _Mesh.SetUVs(1, _Inks); _Worlds = new Vector3[_Mesh.vertices.Length]; for (int v = 0; v < _Mesh.vertices.Length; v++) _Worlds[v] = transform.TransformPoint(_Mesh.vertices[v]); _MeshTable = new MeshTable(AreaLimist, _Worlds); Renderer render = GetComponent<Renderer>(); foreach (Material m in render.materials) { m.SetColor("_Color1", ConstantEnviroment.Instance.Color1); m.SetColor("_Color2", ConstantEnviroment.Instance.Color2); } Debug.Log("name=" + name + " count=" + length); }
public MeshBlock(MeshTable table, float minx, float maxx, float minz, float maxz) { _Table = table; MinX = minx; MaxX = maxx; MinZ = minz; MaxZ = maxz; }