Пример #1
0
    public IEnumerator GenerationCoroutine()
    {
        vertices.Clear();
        triangles.Clear();
        submeshes = new List <int> [materials.Count()];

        triangleIndex = 0;
        int rows    = chunk.size;
        int columns = chunk.size;

        for (int z = 0, i = 0; z < rows; z++)
        {
            for (int x = 0; x < columns; x++)
            {
                CellStack stack = chunk.GetCellStackFromChunkOffset(new Vector2(x, z));

                if (stack != null)
                {
                    yield return(Ninja.JumpToUnity);

                    GenerateStackMesh(x, z, stack);
                    yield return(Ninja.JumpBack);
                }
            }
        }
        yield return(Ninja.JumpToUnity);

        terrainRenderMesh.Clear();
        terrainRenderMesh.vertices  = vertices.ToArray();
        terrainRenderMesh.triangles = triangles.ToArray();

        //Create a submesh for each material
        terrainRenderMesh.subMeshCount = submeshes.Count();

        //Set material for each submesh
        meshRenderer.materials = materials;

        for (int i = 0; i < submeshes.Count(); i++)
        {
            if (submeshes[i] != null)
            {
                terrainRenderMesh.SetTriangles(submeshes[i], i);
            }
        }

        terrainRenderMesh.RecalculateNormals();
        terrainRenderMesh.RecalculateBounds();
        yield return(Ninja.JumpBack);
    }
Пример #2
0
    public IEnumerator GenerationCoroutine()
    {
        vertices.Clear();
        triangles.Clear();

        int rows    = chunk.size;
        int columns = chunk.size;

        for (int z = 0, i = 0; z < rows; z++)
        {
            for (int x = 0; x < columns; x++)
            {
                CellStack stack = chunk.GetCellStackFromChunkOffset(new Vector2(x, z));

                if (stack != null)
                {
                    yield return(Ninja.JumpToUnity);

                    GenerateStackMesh(x, z, stack);
                    yield return(Ninja.JumpBack);
                }
            }
        }

        yield return(Ninja.JumpToUnity);

        terrainMesh.Clear();
        terrainMesh.vertices  = vertices.ToArray();
        terrainMesh.triangles = triangles.ToArray();
        terrainMesh.RecalculateNormals();
        terrainMesh.RecalculateBounds();

        meshCollider.sharedMesh = terrainMesh;
        yield return(Ninja.JumpBack);

        //navMeshSurface.BuildNavMesh();
    }