示例#1
0
        public void GenerateFromDynamicMesh(BuildRMesh mesh)
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_meshCollider == null)
            {
                _meshCollider = gameObject.AddComponent <MeshCollider>();
            }

            mesh.Build(_mesh);
            _meshCollider.sharedMesh = _mesh;

            if (mesh.hasOverflowed)
            {
                if (_sibling == null)
                {
                    _sibling = Create(transform.parent, name);
                }
                _sibling.GenerateFromDynamicMesh(mesh.overflow);
            }
            else
            {
                if (_sibling != null)
                {
                    _sibling.Deactivate();
                }
                _sibling = null;
            }
        }
 public void Push(ColliderPartRuntime item)
 {
     if (!_initialised)
     {
         Init();
     }
     item.transform.parent = transform;
     _pool.Add(item);
 }
示例#3
0
        public void GenerateFromDynamicMesh(BuildRMesh overflow = null)
        {
            HUtils.log();

            if (_dynamicMesh.vertexCount == 0)
            {
                return;
            }
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            if (_filter == null)
            {
                _filter = gameObject.AddComponent <MeshFilter>();
            }
            if (_renderer == null)
            {
                _renderer = gameObject.AddComponent <MeshRenderer>();
            }
            if (overflow != null)
            {
                _dynamicMesh = overflow;
            }
            _dynamicMesh.Build(_mesh);
            _filter.sharedMesh        = _mesh;
            _renderer.sharedMaterials = _dynamicMesh.materials.ToArray();


            if (_dynamicMesh.hasOverflowed)
            {
                if (_sibling == null)
                {
                    _sibling = GetPoolItem();
                }
                _sibling.GenerateFromDynamicMesh(_dynamicMesh.overflow);
            }
            else
            {
                if (_sibling != null)
                {
                    _sibling.Deactivate();
                    VisualPartRuntimePool.Instance.Push(_sibling);
                }
                _sibling = null;
            }

            if (_colliderPart == null)
            {
                _colliderPart = ColliderPartRuntime.GetPoolItem();
                _colliderPart.GenerateFromColliderMesh(_colliderMesh);
            }
        }
示例#4
0
        public static ColliderPartRuntime Create(Transform parent = null, string name = "visual part")
        {
            GameObject go = new GameObject(name);

            if (parent != null)
            {
                go.transform.parent = parent;
            }
            ColliderPartRuntime output = go.AddComponent <ColliderPartRuntime>();

            return(output);
        }
 private ColliderPartRuntime GetPoolItem()
 {
     if (_pool.Count > 0)
     {
         ColliderPartRuntime output = _pool[0];
         _pool.RemoveAt(0);
         return(output);
     }
     else
     {
         return(Instantiate());               //there was nothing suitable in the pool - make a new one!
     }
 }
示例#6
0
        public void Deactivate()
        {
            _meshCollider.sharedMesh = null;
            for (int i = 0; i < _boxColliders.Length; i++)
            {
                Destroy(_boxColliders[i]);
            }

            _mesh = null;
            _mesh.Clear(false);

            if (_sibling != null)
            {
                _sibling.Deactivate();
                _sibling = null;
            }

            ColliderPartRuntimePool.Instance.Push(this);
        }
示例#7
0
        public void Clear()
        {
            if (_mesh == null)
            {
                _mesh = new Mesh();
            }
            _mesh.Clear();
            if (_sibling != null)
            {
                _sibling.Deactivate();
                VisualPartRuntimePool.Instance.Push(_sibling);
            }
            _colliderMesh.Clear();

            if (_colliderPart == null)
            {
                _colliderPart = ColliderPartRuntime.GetPoolItem();
            }
            _colliderPart.Clear();
        }
 private ColliderPartRuntime Instantiate()
 {
     return(ColliderPartRuntime.Create(transform, "New Collider Part"));
 }