Build() публичный Метод

public Build ( ) : void
Результат void
Пример #1
0
 public void Build()
 {
     BuildThisMesh();
     if (_overflow != null)
     {
         _overflow.Build();
     }
 }
Пример #2
0
    private static void ExportCollider(TrackBuildR data)
    {
        DynamicMesh COL_MESH = new DynamicMesh();
//        COL_MESH.subMeshCount = data.textures.Count;
//        BuildrBuildingCollider.Build(COL_MESH, data);
//        COL_MESH.CollapseSubmeshes();
        COL_MESH.Build();

        ExportMaterial[] exportTextures = new ExportMaterial[1];
        ExportMaterial newTexture = new ExportMaterial();
        newTexture.name = "blank";
        newTexture.filepath = "";
        newTexture.generated = true;
        exportTextures[0] = newTexture;

        int numberOfColliderMeshes = COL_MESH.meshCount;
        Mesh[] meshes = COL_MESH.meshes;
        for (int i = 0; i < numberOfColliderMeshes; i++)
        {
            MeshUtility.Optimize(meshes[i]);
            string ColliderSuffixIndex = ((numberOfColliderMeshes > 1) ? "_" + i : "");
            string ColliderFileName = data.exportFilename + COLLIDER_SUFFIX + ColliderSuffixIndex;
            string ColliderFolder = ROOT_FOLDER + data.exportFilename + "/";
            Export(ColliderFileName, ColliderFolder, data, meshes[i], exportTextures);
        }

        //string newDirectory = rootFolder+track.exportFilename;
        //if(!CreateFolder(newDirectory))
        //	return;
//        ExportMaterial[] exportTextures = new ExportMaterial[1];
//        ExportMaterial newTexture = new ExportMaterial();
//        newTexture.customName = "";
//        newTexture.filepath = "";
//        newTexture.generated = true;
//        exportTextures[0] = newTexture;
//        Export(track.exportFilename + COLLIDER_SUFFIX, ROOT_FOLDER + track.exportFilename + "/", track, EXPORT_MESH, exportTextures);
//
//        COL_MESH = null;
//        EXPORT_MESH = null;
    }