private void TestCreateMesh() { var mesh = HexMesh.GetMesh(10); var go = new GameObject("Mesh"); go.AddComponent <MeshFilter>().sharedMesh = mesh; go.AddComponent <MeshRenderer>(); go.AddComponent <MeshCollider>(); }
public void ShowHex(HexCoordinates hex, Vector3 offset, float size, Material mat) { mat = GetMaterial(mat); mat.SetColor("_Color", color); mat.SetFloat("_MinSize", minSize); mat.SetFloat("_MaxSize", maxSize); mat.SetFloat("_Internal", pointInternal); mat.SetPass(0); Graphics.DrawMeshNow(HexMesh.GetMesh(size), (Vector3)hex.HexToPixel(size) + offset, Quaternion.identity); }
public void CreateMap(HexMap hexMap) { HexMap = hexMap; Width = HexMap.Map.width; Height = HexMap.Map.height; _hexMesh = GetComponentInChildren <HexMesh>(); _hexMesh.Init(); Cells = new List <HexCell>(); for (int z = 0, i = 0; z < Height; z++) { for (var x = 0; x < Width; x++) { CreateCell(x, z, i++); } } TriangulateCells(); }
private void Start() { _outerVerts = HexMesh.CalculateVerts(transform.position, Vector3.up, 1) .Skip(1) .ToArray(); }