/// <summary> /// Get an array of Color values from the mesh. /// </summary> /// <returns>The colors array for this mesh. If mesh does not contain colors, a new array is returned filled with the default value (Color.white).</returns> public Color[] GetColors() { if (HasArrays(MeshArrays.Color)) { return(colors.ToArray()); } return(ArrayUtility.Fill(Color.white, vertexCount)); }
/// <summary> /// Set the vertex colors for a @"UnityEngine.ProBuilder.Face". /// </summary> /// <param name="face">The target face.</param> /// <param name="color">The color to set this face's referenced vertices to.</param> public void SetFaceColor(Face face, Color color) { if (face == null) { throw new ArgumentNullException("face"); } if (!HasArrays(MeshArrays.Color)) { m_Colors = ArrayUtility.Fill(Color.white, vertexCount); } foreach (int i in face.distinctIndexes) { m_Colors[i] = color; } }
/// <summary> /// Get an array of Color values from the mesh. /// </summary> /// <returns>The colors array for this mesh. If mesh does not contain colors, a new array is returned filled with the default value (Color.white).</returns> public Color[] GetColors() { if (HasArrays(MeshArrays.Color)) return colors.ToArray(); return ArrayUtility.Fill(Color.white, vertexCount); }