Пример #1
0
    public static void BuildRoof(GameObject obj, BZWBase b)
    {
        Mesh mesh = new Mesh();

        MeshFilter filter = obj.GetComponent <MeshFilter>();

        if (filter == null)
        {
            filter = obj.AddComponent <MeshFilter>() as MeshFilter;
        }

        List <Vector3> verts = new List <Vector3>();
        List <Vector3> norms = new List <Vector3>();
        List <Vector2> uvs   = new List <Vector2>();

        //Vector3 scale = b.transform.localScale;

        int offset = 0;

        // floor
        verts.Add(new Vector3(-1, 0, 1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(0, 1));

        verts.Add(new Vector3(1, 0, 1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(1, 1));

        verts.Add(new Vector3(1, 0, -1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(1, 0));

        verts.Add(new Vector3(-1, 0, -1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(0, 0));

        List <int> tris = new List <int>();

        tris.Add(2 + offset);
        tris.Add(1 + offset);
        tris.Add(0 + offset);

        tris.Add(0 + offset);
        tris.Add(3 + offset);
        tris.Add(2 + offset);

        offset = verts.Count;

        // roof
        verts.Add(new Vector3(-1, 1, 1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(0, 1));

        verts.Add(new Vector3(1, 1, 1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(1, 1));

        verts.Add(new Vector3(1, 1, -1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(1, -0));

        verts.Add(new Vector3(-1, 1, -1));
        norms.Add(Vector3.up);
        uvs.Add(new Vector2(0, 0));

        tris.Add(0 + offset);
        tris.Add(1 + offset);
        tris.Add(2 + offset);

        tris.Add(2 + offset);
        tris.Add(3 + offset);
        tris.Add(0 + offset);

        offset = verts.Count;


        // add our hard work
        mesh.vertices  = verts.ToArray();
        mesh.uv        = uvs.ToArray();
        mesh.normals   = norms.ToArray();
        mesh.triangles = tris.ToArray();

        filter.sharedMesh = mesh;

        MeshRenderer render = obj.AddComponent <MeshRenderer>() as MeshRenderer;

        render.sharedMaterial = GetTeamTopMaterial(b.TeamColor);

        MeshCollider collider = obj.AddComponent <MeshCollider>() as MeshCollider;

        collider.sharedMesh = mesh;
        obj.isStatic        = true;
    }
Пример #2
0
    public static void BuildWalls(GameObject obj, BZWBase b)
    {
        Mesh mesh = new Mesh();

        MeshFilter filter = obj.GetComponent <MeshFilter>();

        if (filter == null)
        {
            filter = obj.AddComponent <MeshFilter>() as MeshFilter;
        }

        List <Vector3> verts = new List <Vector3>();
        List <Vector3> norms = new List <Vector3>();
        List <Vector2> uvs   = new List <Vector2>();
        List <int>     tris  = new List <int>();

        Vector3 scale = b.transform.localScale;

        int offset = 0;

        // Z+ wall
        verts.Add(new Vector3(-1, 0, 1));
        norms.Add(Vector3.forward);
        uvs.Add(new Vector2(-scale.x * BoxWallUVScale, 0));

        verts.Add(new Vector3(-1, 1, 1));
        norms.Add(Vector3.forward);
        uvs.Add(new Vector2(-scale.x * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 1, 1));
        norms.Add(Vector3.forward);
        uvs.Add(new Vector2(scale.x * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 0, 1));
        norms.Add(Vector3.forward);
        uvs.Add(new Vector2(scale.x * BoxWallUVScale, 0));

        tris.Add(2 + offset);
        tris.Add(1 + offset);
        tris.Add(0 + offset);

        tris.Add(0 + offset);
        tris.Add(3 + offset);
        tris.Add(2 + offset);

        offset = verts.Count;

        // Z- wall
        verts.Add(new Vector3(-1, 0, -1));
        norms.Add(Vector3.back);
        uvs.Add(new Vector2(-scale.x * BoxWallUVScale, 0));

        verts.Add(new Vector3(-1, 1, -1));
        norms.Add(Vector3.back);
        uvs.Add(new Vector2(-scale.x * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 1, -1));
        norms.Add(Vector3.back);
        uvs.Add(new Vector2(scale.x * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 0, -1));
        norms.Add(Vector3.back);
        uvs.Add(new Vector2(scale.x * BoxWallUVScale, 0));

        tris.Add(0 + offset);
        tris.Add(1 + offset);
        tris.Add(2 + offset);

        tris.Add(2 + offset);
        tris.Add(3 + offset);
        tris.Add(0 + offset);

        offset = verts.Count;

        // X+ wall
        verts.Add(new Vector3(1, 0, 1));
        norms.Add(Vector3.right);
        uvs.Add(new Vector2(-scale.z * BoxWallUVScale, 0));

        verts.Add(new Vector3(1, 1, 1));
        norms.Add(Vector3.right);
        uvs.Add(new Vector2(-scale.z * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 1, -1));
        norms.Add(Vector3.right);
        uvs.Add(new Vector2(scale.z * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(1, 0, -1));
        norms.Add(Vector3.right);
        uvs.Add(new Vector2(scale.z * BoxWallUVScale, 0));


        tris.Add(2 + offset);
        tris.Add(1 + offset);
        tris.Add(0 + offset);

        tris.Add(0 + offset);
        tris.Add(3 + offset);
        tris.Add(2 + offset);

        offset = verts.Count;

        // X- wall
        verts.Add(new Vector3(-1, 0, 1));
        norms.Add(Vector3.left);
        uvs.Add(new Vector2(-scale.z * BoxWallUVScale, 0));

        verts.Add(new Vector3(-1, 1, 1));
        norms.Add(Vector3.left);
        uvs.Add(new Vector2(-scale.z * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(-1, 1, -1));
        norms.Add(Vector3.left);
        uvs.Add(new Vector2(scale.z * BoxWallUVScale, scale.y * BoxWallUVScale));

        verts.Add(new Vector3(-1, 0, -1));
        norms.Add(Vector3.left);
        uvs.Add(new Vector2(scale.z * BoxWallUVScale, 0));


        tris.Add(0 + offset);
        tris.Add(1 + offset);
        tris.Add(2 + offset);

        tris.Add(2 + offset);
        tris.Add(3 + offset);
        tris.Add(0 + offset);

        offset = verts.Count;


        // add our hard work
        mesh.vertices  = verts.ToArray();
        mesh.uv        = uvs.ToArray();
        mesh.normals   = norms.ToArray();
        mesh.triangles = tris.ToArray();

        filter.sharedMesh = mesh;

        MeshRenderer render = obj.AddComponent <MeshRenderer>() as MeshRenderer;

        render.sharedMaterial = GetTeamWallMaterial(b.TeamColor);

        MeshCollider collider = obj.AddComponent <MeshCollider>() as MeshCollider;

        collider.sharedMesh = mesh;
        obj.isStatic        = true;
    }