/// <summary> /// Adding a polygon type of object to crystalss used for Buildings and StillElement /// </summary> /// <param name="anchors"></param> /// <param name="parentId"></param> private void AddPoly(List <Vector3> anchors, string parentId, bool debug = false) { var lines = U2D.FromPolyToLines(anchors); var scale = PassAnchorsGetPositionForCrystals(anchors); if (debug) { Debug.Log("crystal added by:" + parentId); UVisHelp.CreateHelpers(scale, Root.yellowCube); } for (int i = 0; i < lines.Count; i++) { CreateAndAddPolyCrystal(scale[i], lines[i], parentId, i); } SetSiblings(); }
private void Init() { var scaledAnchors = UPoly.ScalePoly(_building.Anchors, .025f); _lines = U2D.FromPolyToLines(scaledAnchors); RemoveSpwnPointLine(); FindPositionToSpwnDecor(); SpawnDecorObj(); //AddToBatchMesh(); //SpawnHalloween(); if (_building.HType.ToString().Contains("WoodHouse") || _building.HType.ToString().Contains("BrickHouse") || _building.HType.ToString().Contains("Shack")) { _randomUV = new RandomUV(_building.Geometry.gameObject, _building.HType); } }