public void AddFloor(WagonFloor floor) { Floor = floor; floor.transform.SetParent(transform); floor.transform.localPosition = new Vector3(0f, RailPosition.Segment.Settings.TotalHeight + WheelHeight, 0f); floor.transform.localRotation = Quaternion.identity; floor.Wagon = this; UpdatePosition(false); }
public static WagonFloor GenerateWagonFloor() { GameObject floorObject = MeshGenerator.CreateEmptyObject("Floor", "Train"); Vector3[] vertices = new Vector3[0]; int[] triangles = new int[0]; float left = -Wagon.Width / 2; float right = Wagon.Width / 2; float front = 0f; float back = Wagon.Length; float bot = 0f; float top = WagonFloor.FloorHeight; MeshGenerator.AddCube(ref vertices, ref triangles, left, right, front, back, top, bot); MeshGenerator.ApplyMesh(floorObject, vertices, triangles, MaterialHandler.Instance.DefaultColor); WagonFloor floor = floorObject.AddComponent <WagonFloor>(); floor.Init(null); return(floor); }