IEnumerator ResetCollider(ColliderWallSegment go, Quaternion rotation) { var coll = go.GetComponent <BoxCollider>(); Destroy(coll); yield return(0); coll = go.gameObject.AddComponent <BoxCollider>() as BoxCollider; go.transform.localRotation = rotation; // rotate the wall to the right orientation after the collider gets put on }
private BoxCollider GenerateBox(ColliderWallSegment go, Vector3 point1, Vector3 point2) { // You can change that line to provide another MeshFilter MeshFilter filter = go.GetComponent <MeshFilter>(); Mesh mesh = filter.mesh; mesh.Clear(); #region Vertices /* * Debug.DrawLine(point1, point2); * Debug.DrawLine(point1, point1 + new Vector3(0, Height, 0)); * Debug.DrawLine(point2, point2 + new Vector3(0, Height, 0)); * Debug.DrawLine(point1 + new Vector3(0, Height, 0), point2 + new Vector3(0, Height, 0)); */ var dist = Vector3.Distance(point1, point2); var rotToPoint = Quaternion.LookRotation(point2 - point1); // the rotation we will want to apply to the mesh after the collider was put on // make the mesh oriented to vector3.forward so the bounds dont' get too wide var point3 = point1 + Vector3.forward * dist; point1 = go.transform.InverseTransformPoint(point1); point3 = go.transform.InverseTransformPoint(point3); Vector3 p0 = point1; Vector3 p1 = point1; Vector3 p2 = point3; Vector3 p3 = point3; Vector3 p4 = point1 + new Vector3(0, Height, 0); Vector3 p5 = point1 + new Vector3(0, Height, 0); Vector3 p6 = point3 + new Vector3(0, Height, 0); Vector3 p7 = point3 + new Vector3(0, Height, 0); Vector3[] vertices = new Vector3[] { // Bottom p0, p1, p2, p3, // Left p7, p4, p0, p3, // Front p4, p5, p1, p0, // Back p6, p7, p3, p2, // Right p5, p6, p2, p1, // Top p7, p6, p5, p4 }; #endregion #region Normales Vector3 up = Vector3.up; Vector3 down = Vector3.down; Vector3 front = Vector3.forward; Vector3 back = Vector3.back; Vector3 left = Vector3.left; Vector3 right = Vector3.right; Vector3[] normales = new Vector3[] { // Bottom down, down, down, down, // Left left, left, left, left, // Front front, front, front, front, // Back back, back, back, back, // Right right, right, right, right, // Top up, up, up, up }; #endregion #region UVs Vector2 _00 = new Vector2(0f, 0f); Vector2 _10 = new Vector2(1f, 0f); Vector2 _01 = new Vector2(0f, 1f); Vector2 _11 = new Vector2(1f, 1f); Vector2[] uvs = new Vector2[] { // Bottom _11, _01, _00, _10, // Left _11, _01, _00, _10, // Front _11, _01, _00, _10, // Back _11, _01, _00, _10, // Right _11, _01, _00, _10, // Top _11, _01, _00, _10, }; #endregion #region Triangles int[] triangles = new int[] { // Bottom 3, 1, 0, 3, 2, 1, // Left 3 + 4 * 1, 1 + 4 * 1, 0 + 4 * 1, 3 + 4 * 1, 2 + 4 * 1, 1 + 4 * 1, // Front 3 + 4 * 2, 1 + 4 * 2, 0 + 4 * 2, 3 + 4 * 2, 2 + 4 * 2, 1 + 4 * 2, // Back 3 + 4 * 3, 1 + 4 * 3, 0 + 4 * 3, 3 + 4 * 3, 2 + 4 * 3, 1 + 4 * 3, // Right 3 + 4 * 4, 1 + 4 * 4, 0 + 4 * 4, 3 + 4 * 4, 2 + 4 * 4, 1 + 4 * 4, // Top 3 + 4 * 5, 1 + 4 * 5, 0 + 4 * 5, 3 + 4 * 5, 2 + 4 * 5, 1 + 4 * 5, }; #endregion mesh.vertices = vertices; mesh.normals = normales; mesh.uv = uvs; mesh.triangles = triangles; mesh.RecalculateBounds(); StartCoroutine(ResetCollider(go, rotToPoint)); return(null); }