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; }
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; }