private void MakeBaseMesh(ComponentRef reference) { reference.m_renderer.material = m_meshMat; reference.m_renderer.material.color = Color.Lerp(m_minColor, m_maxColor, 0.5f); m_objectVariations.SetCallback(reference.m_gameObjectSRT.SetSRT); Vector3[] positions, normals; VariationMath.OffsetTransformVertsIntoArrays(Vector3.zero, Matrix4x4.identity, out positions, out normals, m_numVertices, m_floatsPerVertex, m_normalOffset, m_baseVerts); m_hookerUpper.SetMeshValues(reference.m_mesh, positions, normals); m_objectVariations.ClearVariations(); }
public void Clear() { m_variation.ClearVariations(); m_indices.Clear(); }