TreeMesh CreateTreeMesh(TreeMesh.MeshType type) { GameObject gameObject = new GameObject(name + "-" + type); TreeMesh treeMesh = gameObject.AddComponent<TreeMesh>(); treeMesh.transform.parent = transform; treeMesh.island = island; treeMesh.type = type; treeMesh.Init(); return treeMesh; }
TreeMesh CreateTreeMesh(TreeMesh.MeshType type) { GameObject gameObject = new GameObject(name + "-" + type); TreeMesh treeMesh = gameObject.AddComponent <TreeMesh>(); treeMesh.transform.parent = transform; treeMesh.island = island; treeMesh.type = type; treeMesh.Init(); return(treeMesh); }
public void Init() { RecalculatePosition(); leavesMesh = CreateTreeMesh(TreeMesh.MeshType.Leaves); logMesh = CreateTreeMesh(TreeMesh.MeshType.Log); Rigidbody rigidbody = gameObject.AddComponent<Rigidbody>(); rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; BoxCollider collider = gameObject.AddComponent<BoxCollider>(); collider.size = collider.size / 15f; collider.size = new Vector3(collider.size.x, 1f, collider.size.z); collider.center = new Vector3(0, -0.5f, 0); }
public void Init() { RecalculatePosition(); leavesMesh = CreateTreeMesh(TreeMesh.MeshType.Leaves); logMesh = CreateTreeMesh(TreeMesh.MeshType.Log); Rigidbody rigidbody = gameObject.AddComponent <Rigidbody>(); rigidbody.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationY | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ; BoxCollider collider = gameObject.AddComponent <BoxCollider>(); collider.size = collider.size / 15f; collider.size = new Vector3(collider.size.x, 1f, collider.size.z); collider.center = new Vector3(0, -0.5f, 0); }