static LD_MeshPool() { Vector2[] uvs = new Vector2[4] { new Vector2(0.06f, 0f), new Vector2(0.06f, 1f), new Vector2(0.061f, 1f), new Vector2(0.061f, 0f) }; LD_MeshPool.plane10FillHalf = LD_MeshPool.NewPlaneMesh(new Vector2(0.57f, 1f), false, uvs); LD_MeshPool.plane10Fill = LD_MeshPool.NewPlaneMesh(new Vector2(1.2f, 1f), false, uvs); Vector3[] vectors = new Vector3[2] { new Vector3(0f, 0f, -1f), new Vector3(0f, 0f, 1f) }; Vector3[] offsets = new Vector3[6] { new Vector3(0f, 0.1f, 0.1f), new Vector3(0f, 0.1f, -0.1f), new Vector3(0f, 0f, 0.5f), new Vector3(0f, 0.1f, -0.23f), new Vector3(0f, 0f, -0.5f), new Vector3(0f, 0.1f, 0.23f) }; LD_MeshPool.doorMeshPosSet = new MeshPosSet[] { new MeshPosSet( new Vector3[] { vectors[0], default(Vector3) }, new Vector3[] { offsets[0], default(Vector3) }, new Mesh[] { LD_MeshPool.plane10Fill, null }), new MeshPosSet( new Vector3[] { vectors[1], default(Vector3) }, new Vector3[] { offsets[1], default(Vector3) }, new Mesh[] { LD_MeshPool.plane10Fill, null }), new MeshPosSet( new Vector3[] { vectors[0], vectors[0] }, new Vector3[] { offsets[2], offsets[3] }, new Mesh[] { MeshPool.plane10, LD_MeshPool.plane10FillHalf }), new MeshPosSet( new Vector3[] { vectors[1], vectors[1] }, new Vector3[] { offsets[4], offsets[5] }, new Mesh[] { MeshPool.plane10Flip, LD_MeshPool.plane10FillHalf }), new MeshPosSet( new Vector3[] { vectors[0], vectors[1] }, new Vector3[] { default(Vector3), default(Vector3) }, new Mesh[] { MeshPool.plane10, MeshPool.plane10Flip }) }; }
static LD_MeshPool() { LD_MeshPool.Plane10Wide = LD_MeshPool.NewPlaneMesh(new Vector2(2f, 1f), false); LD_MeshPool.Plane10FlipWide = LD_MeshPool.NewPlaneMesh(new Vector2(2f, 1f), true); }