public void Create(string co) { Debug.Log("created"); color = co; float size = 1f; Vector3[] vertices = { new Vector3(0, 0, size), new Vector3(0, 0, 0), new Vector3(size, 0, size), new Vector3(size, 0, 0), }; for (int i = 0; i < vertices.Length; i++) { vertices[i].Scale(TerrainSize); vertices[i] += TerrainOffset; } int[] triangles = { 0, 2, 1, // front 1, 2, 3, }; Vector2[] uvs = new Vector2[] { new Vector2(0, 0.50f), new Vector2(0.25f, 0.50f), new Vector2(0, 0.25f), new Vector2(0.25f, 0.25f) }; //Vector2[] uvs = Recolor(color); Mesh mesh = GetComponent <MeshFilter>().mesh; mesh.Clear(); mesh.vertices = vertices; mesh.triangles = triangles; mesh.uv = uvs; MeshRenderer r = GetComponent <MeshRenderer>(); r.material.color = basecolor.GetColor(color); //mesh.uv = uvs; mesh.Optimize(); mesh.RecalculateNormals(); }
public void Recolor(string co) { r = GetComponent <ParticleSystem>(); var ps = r.main; color = co; ps.startColor = basecolor.GetColor(color); }