fixed issues with prototype
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Assets/Prefabs/Prototypes/# Contact_Prototype_BASE.prefab
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322
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338
Assets/Prefabs/Prototypes/# Ground_Prototype_BASE.prefab
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338
Assets/Prefabs/Prototypes/# Ground_Prototype_BASE.prefab
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m_PreserveMeshAssetOnDestroy: 0
|
||||
assetGuid:
|
||||
m_Mesh: {fileID: 0}
|
||||
m_VersionIndex: 144
|
||||
m_IsSelectable: 1
|
||||
m_SelectedFaces:
|
||||
m_SelectedEdges: []
|
||||
m_SelectedVertices:
|
||||
--- !u!23 &706111140969832978
|
||||
MeshRenderer:
|
||||
m_ObjectHideFlags: 0
|
||||
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 60133b3d01880445c99a35d18f7170bb
|
||||
PrefabImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
File diff suppressed because one or more lines are too long
@ -5,6 +5,7 @@ using Intrepid.Core.Entities;
|
||||
using Intrepid.Core.Tags;
|
||||
using Intrepid.GameManagers;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Core.Camera
|
||||
@ -16,10 +17,20 @@ namespace Intrepid.Core.Camera
|
||||
[GroupConfigurations, SerializeField] private CameraZoomLevel zoomLevel = CameraZoomLevel.ZoomIn;
|
||||
[GroupConfigurations, SerializeField, Range(.05f, 3f)] private float enterZoomVelocity = .5f;
|
||||
[GroupConfigurations, SerializeField, Range(.05f, 3f)] private float exitZoomVelocity = .5f;
|
||||
|
||||
protected SphereCollider Collider => (SphereCollider) MainCollider;
|
||||
|
||||
private void OnValidate()
|
||||
public SphereCollider Collider => (SphereCollider) MainCollider;
|
||||
public float Radius
|
||||
{
|
||||
get => radius;
|
||||
set
|
||||
{
|
||||
if (Collider.IsNotNull()) Collider.radius = value;
|
||||
radius = value;
|
||||
}
|
||||
}
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||
private void AdjustCollider()
|
||||
{
|
||||
if (Collider.IsNull()) return;
|
||||
Collider.isTrigger = true;
|
||||
|
||||
@ -75,7 +75,6 @@ namespace Intrepid.Core.Grounding
|
||||
DetectNormal();
|
||||
|
||||
DrawColliderWire();
|
||||
DrawGroundPosition();
|
||||
DrawGroundNormal();
|
||||
}
|
||||
|
||||
@ -89,13 +88,7 @@ namespace Intrepid.Core.Grounding
|
||||
|
||||
Gizmos.matrix = previousMatrix;
|
||||
}
|
||||
|
||||
private void DrawGroundPosition()
|
||||
{
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawSphere(Position, 0.08f);
|
||||
}
|
||||
|
||||
|
||||
private void DrawGroundNormal()
|
||||
{
|
||||
const float normalLength = 1.25f;
|
||||
|
||||
3
Assets/Scripts/Intrepid/Core/Utilities.meta
Normal file
3
Assets/Scripts/Intrepid/Core/Utilities.meta
Normal file
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5593105892724f899d3d7222002eb866
|
||||
timeCreated: 1781350991
|
||||
53
Assets/Scripts/Intrepid/Core/Utilities/GizmoUtils.cs
Normal file
53
Assets/Scripts/Intrepid/Core/Utilities/GizmoUtils.cs
Normal file
@ -0,0 +1,53 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Core.Utilities
|
||||
{
|
||||
public static class GizmoUtils
|
||||
{
|
||||
public static void DrawWireCapsule(
|
||||
Vector3 position,
|
||||
Quaternion rotation,
|
||||
float radius,
|
||||
float height,
|
||||
Color color)
|
||||
{
|
||||
radius = Mathf.Max(0f, radius);
|
||||
height = Mathf.Max(height, radius * 2f);
|
||||
|
||||
var oldColor = Handles.color;
|
||||
var oldMatrix = Handles.matrix;
|
||||
|
||||
Handles.color = color;
|
||||
Handles.matrix = Matrix4x4.TRS(position, rotation, Vector3.one);
|
||||
|
||||
var halfHeight = height * 0.5f;
|
||||
var cylinderHalfHeight = halfHeight - radius;
|
||||
|
||||
var top = Vector3.up * cylinderHalfHeight;
|
||||
var bottom = Vector3.down * cylinderHalfHeight;
|
||||
|
||||
// Rings
|
||||
Handles.DrawWireDisc(top, Vector3.up, radius);
|
||||
Handles.DrawWireDisc(bottom, Vector3.up, radius);
|
||||
|
||||
// Side lines
|
||||
Handles.DrawLine(bottom + Vector3.forward * radius, top + Vector3.forward * radius);
|
||||
Handles.DrawLine(bottom - Vector3.forward * radius, top - Vector3.forward * radius);
|
||||
Handles.DrawLine(bottom + Vector3.right * radius, top + Vector3.right * radius);
|
||||
Handles.DrawLine(bottom - Vector3.right * radius, top - Vector3.right * radius);
|
||||
|
||||
// Top hemisphere
|
||||
Handles.DrawWireArc(top, Vector3.right, Vector3.forward * radius, 180f, radius);
|
||||
Handles.DrawWireArc(top, Vector3.forward, Vector3.right * radius, -180f, radius);
|
||||
|
||||
// Bottom hemisphere
|
||||
Handles.DrawWireArc(bottom, Vector3.right, -Vector3.forward * radius, 180f, radius);
|
||||
Handles.DrawWireArc(bottom, Vector3.forward, Vector3.right * radius, 180f, radius);
|
||||
|
||||
Handles.color = oldColor;
|
||||
Handles.matrix = oldMatrix;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a2931061159a423c8b4f108965f758a2
|
||||
timeCreated: 1781351001
|
||||
@ -1,113 +1,50 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ProBuilder;
|
||||
using UnityEngine.ProBuilder.Shapes;
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class ContactCubeModelPrototype : MonoBehaviour
|
||||
public class ContactCubeModelPrototype : ContactModelPrototype
|
||||
{
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeY = 1;
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
|
||||
[GroupConfigurations, SerializeField, Range(0f, 1f)] private float offset = 1f;
|
||||
|
||||
[GroupInjections, SerializeField] private Transform model;
|
||||
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||
|
||||
private int lastSizeX = -1;
|
||||
private int lastSizeY = -1;
|
||||
private int lastSizeZ = -1;
|
||||
private float lastOffset = -1f;
|
||||
|
||||
public int SizeX
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeY = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeZ = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private float offset = 1f;
|
||||
|
||||
[GroupDebug, SerializeField, Min(1)] private int x = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int y = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int z = 1;
|
||||
[GroupDebug, SerializeField, Range(0f, 1f)] private float contact_offset = 1f;
|
||||
|
||||
protected override void DebugResize()
|
||||
{
|
||||
get => sizeX;
|
||||
set => sizeX = Mathf.Max(1, value);
|
||||
sizeX = Mathf.Max(1, x);
|
||||
sizeY = Mathf.Max(1, y);
|
||||
sizeZ = Mathf.Max(1, z);
|
||||
offset = Mathf.Clamp01(contact_offset);
|
||||
}
|
||||
|
||||
public int SizeY
|
||||
protected override void Generate()
|
||||
{
|
||||
get => sizeY;
|
||||
set => sizeY = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public int SizeZ
|
||||
{
|
||||
get => sizeZ;
|
||||
set => sizeZ = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public BoxCollider BoxCollider => boxCollider;
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||
private void Resize()
|
||||
{
|
||||
if (lastSizeX == sizeX &&
|
||||
lastSizeY == sizeY &&
|
||||
lastSizeZ == sizeZ &&
|
||||
Mathf.Approximately(lastOffset, offset))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var newSize = new Vector3(sizeX, sizeY, sizeZ);
|
||||
|
||||
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
|
||||
|
||||
proBuilderMesh.ToMesh();
|
||||
proBuilderMesh.Refresh();
|
||||
|
||||
boxCollider.size = new Vector3(
|
||||
sizeX + offset,
|
||||
sizeY,
|
||||
sizeZ + offset
|
||||
);
|
||||
|
||||
boxCollider.center = Vector3.zero;
|
||||
|
||||
model.localPosition = new Vector3(0f, sizeY / 2f, 0f);
|
||||
|
||||
lastSizeX = sizeX;
|
||||
lastSizeY = sizeY;
|
||||
lastSizeZ = sizeZ;
|
||||
lastOffset = offset;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
sizeX = Mathf.Max(1, sizeX);
|
||||
sizeY = Mathf.Max(1, sizeY);
|
||||
sizeZ = Mathf.Max(1, sizeZ);
|
||||
offset = Mathf.Clamp01(offset);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (this == null)
|
||||
return;
|
||||
|
||||
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||
return;
|
||||
|
||||
Resize();
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Resize();
|
||||
if (proBuilderMesh.IsNull()) return;
|
||||
if (proBuilderMesh.gameObject.activeSelf)
|
||||
{
|
||||
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||
}
|
||||
var vertices = new List<Vector3>();
|
||||
var triangles = new List<int>();
|
||||
var uvs = new List<Vector2>();
|
||||
|
||||
MeshUtils.AddCubeFaces(vertices, triangles, uvs,
|
||||
sizeX, sizeY, sizeZ,
|
||||
sizeX * 0.5f, sizeY * 0.5f, sizeZ * 0.5f);
|
||||
|
||||
PrototypeModel.BuildMesh(new MeshData(
|
||||
vertices.ToArray(),
|
||||
triangles.ToArray(),
|
||||
uvs.ToArray()));
|
||||
|
||||
PrototypeModel.BoxCollider.size = new Vector3(sizeX + offset, sizeY, sizeZ + offset);
|
||||
PrototypeModel.BoxCollider.center = Vector3.zero;
|
||||
PrototypeModel.transform.localPosition = new Vector3(0f, sizeY / 2f, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,6 @@
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public abstract class ContactModelPrototype : ModelPrototype
|
||||
{
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 20bae3ba7e8b4e638063241a71e626c7
|
||||
timeCreated: 1781346867
|
||||
@ -0,0 +1,6 @@
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public abstract class GroundModelPrototype : ModelPrototype
|
||||
{
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d3ae9eabf87c400f908841619288eda9
|
||||
timeCreated: 1781344134
|
||||
@ -3,64 +3,35 @@ using System.Collections.Generic;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ProBuilder;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class GroundRampModelPrototype : MonoBehaviour
|
||||
public class GroundRampModelPrototype : GroundModelPrototype
|
||||
{
|
||||
[GroupConfigurations, SerializeField, Min(1)]
|
||||
private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeZ = 1;
|
||||
|
||||
[GroupConfigurations, SerializeField, Min(1)]
|
||||
private int sizeZ = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int x = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int z = 1;
|
||||
|
||||
[GroupInjections, SerializeField] private Transform model;
|
||||
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||
|
||||
private int lastSizeX = -1;
|
||||
private int lastSizeZ = -1;
|
||||
|
||||
public int SizeX
|
||||
protected override void DebugResize()
|
||||
{
|
||||
get => sizeX;
|
||||
set => sizeX = Mathf.Max(1, value);
|
||||
sizeX = Mathf.Max(1, x);
|
||||
sizeZ = Mathf.Max(1, z);
|
||||
}
|
||||
|
||||
public int SizeZ
|
||||
protected override void Generate()
|
||||
{
|
||||
get => sizeZ;
|
||||
set => sizeZ = Mathf.Max(1, value);
|
||||
PrototypeModel.BuildMesh(BuildRampMeshData(new Vector3(sizeX, sizeZ * 0.5f, sizeZ)));
|
||||
|
||||
PrototypeModel.BoxCollider.transform.localEulerAngles = new Vector3(-26.5f, 0f, 0f);
|
||||
PrototypeModel.BoxCollider.center = new Vector3(0f, -0.02625f, 0f);
|
||||
PrototypeModel.BoxCollider.size = new Vector3(sizeX, 0.05f, sizeZ * 2.236125f * 0.5f);
|
||||
|
||||
PrototypeModel.transform.localPosition = new Vector3(0f, sizeZ * .25f, 0f);
|
||||
}
|
||||
|
||||
public BoxCollider BoxCollider => boxCollider;
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||
private void Resize()
|
||||
{
|
||||
if (lastSizeX == sizeX && lastSizeZ == sizeZ)
|
||||
return;
|
||||
|
||||
var newSize = new Vector3(sizeX, sizeZ * .5f, sizeZ);
|
||||
|
||||
RebuildRamp(proBuilderMesh, newSize);
|
||||
|
||||
boxCollider.transform.localEulerAngles = new Vector3(-26.5f, 0f, 0f);
|
||||
boxCollider.center = new Vector3(0f, -0.02625f, 0f);
|
||||
boxCollider.size = new Vector3(sizeX, 0.05f, sizeZ * 2.236125f * 0.5f);
|
||||
|
||||
model.localPosition = new Vector3(0f, sizeZ * .25f, 0f);
|
||||
|
||||
lastSizeX = sizeX;
|
||||
lastSizeZ = sizeZ;
|
||||
}
|
||||
|
||||
private static void RebuildRamp(ProBuilderMesh mesh, Vector3 size)
|
||||
|
||||
private static MeshData BuildRampMeshData(Vector3 size)
|
||||
{
|
||||
var halfX = size.x * 0.5f;
|
||||
var halfY = size.y * 0.5f;
|
||||
@ -69,145 +40,62 @@ namespace Intrepid.Gameplay.Prototyping
|
||||
var bottomY = -halfY;
|
||||
var topY = halfY;
|
||||
|
||||
var slopeLength = Mathf.Sqrt(size.z * size.z + size.y * size.y);
|
||||
var countX = Mathf.Max(1, Mathf.RoundToInt(size.x));
|
||||
var countZ = Mathf.Max(1, Mathf.RoundToInt(size.z));
|
||||
|
||||
var positions = new List<Vector3>();
|
||||
var faces = new List<Face>();
|
||||
var vertices = new List<Vector3>();
|
||||
var triangles = new List<int>();
|
||||
var uvs = new List<Vector2>();
|
||||
|
||||
var frontLeftBottom = new Vector3(-halfX, bottomY, -halfZ);
|
||||
var frontRightBottom = new Vector3( halfX, bottomY, -halfZ);
|
||||
|
||||
var backLeftBottom = new Vector3(-halfX, bottomY, halfZ);
|
||||
var backRightBottom = new Vector3( halfX, bottomY, halfZ);
|
||||
|
||||
var backLeftTop = new Vector3(-halfX, topY, halfZ);
|
||||
var backRightTop = new Vector3( halfX, topY, halfZ);
|
||||
|
||||
|
||||
// Bottom face - normal para baixo
|
||||
AddQuad(
|
||||
frontLeftBottom,
|
||||
frontRightBottom,
|
||||
backRightBottom,
|
||||
backLeftBottom,
|
||||
new Vector2(0f, 0f),
|
||||
new Vector2(size.x, 0f),
|
||||
new Vector2(size.x, size.z),
|
||||
new Vector2(0f, size.z)
|
||||
var rampStep = new Vector3(
|
||||
0f,
|
||||
size.y / countZ,
|
||||
size.z / countZ
|
||||
);
|
||||
|
||||
// Inclined ramp surface - normal para fora/cima
|
||||
AddQuad(
|
||||
frontLeftBottom,
|
||||
backLeftTop,
|
||||
backRightTop,
|
||||
frontRightBottom,
|
||||
new Vector2(0f, 0f),
|
||||
new Vector2(0f, slopeLength),
|
||||
new Vector2(size.x, slopeLength),
|
||||
new Vector2(size.x, 0f)
|
||||
// Ramp surface
|
||||
MeshUtils.AddGridFace(
|
||||
vertices,
|
||||
triangles,
|
||||
uvs,
|
||||
origin: new Vector3(halfX, bottomY, -halfZ),
|
||||
axisU: Vector3.left,
|
||||
axisV: rampStep,
|
||||
countU: countX,
|
||||
countV: countZ
|
||||
);
|
||||
|
||||
// Back vertical face - normal para +Z
|
||||
AddQuad(
|
||||
backLeftBottom,
|
||||
backRightBottom,
|
||||
backRightTop,
|
||||
backLeftTop,
|
||||
new Vector2(0f, 0f),
|
||||
new Vector2(size.x, 0f),
|
||||
new Vector2(size.x, size.y),
|
||||
new Vector2(0f, size.y)
|
||||
);
|
||||
|
||||
// Left triangular face - normal para -X
|
||||
AddTriangle(
|
||||
frontLeftBottom,
|
||||
backLeftBottom,
|
||||
backLeftTop,
|
||||
|
||||
// Left
|
||||
MeshUtils.AddTriangle(
|
||||
vertices,
|
||||
triangles,
|
||||
uvs,
|
||||
new Vector3(-halfX, bottomY, -halfZ),
|
||||
new Vector3(-halfX, bottomY, halfZ),
|
||||
new Vector3(-halfX, topY, halfZ),
|
||||
new Vector2(0f, 0f),
|
||||
new Vector2(size.z, 0f),
|
||||
new Vector2(size.z, size.y)
|
||||
);
|
||||
|
||||
// Right triangular face - normal para +X
|
||||
AddTriangle(
|
||||
frontRightBottom,
|
||||
backRightTop,
|
||||
backRightBottom,
|
||||
// Right
|
||||
MeshUtils.AddTriangle(
|
||||
vertices,
|
||||
triangles,
|
||||
uvs,
|
||||
new Vector3(halfX, bottomY, -halfZ),
|
||||
new Vector3(halfX, topY, halfZ),
|
||||
new Vector3(halfX, bottomY, halfZ),
|
||||
new Vector2(0f, 0f),
|
||||
new Vector2(size.z, size.y),
|
||||
new Vector2(size.z, 0f)
|
||||
);
|
||||
|
||||
mesh.RebuildWithPositionsAndFaces(positions, faces);
|
||||
mesh.ToMesh();
|
||||
|
||||
var unityMesh = mesh.GetComponent<MeshFilter>().sharedMesh;
|
||||
unityMesh.uv = uvs.ToArray();
|
||||
unityMesh.RecalculateNormals();
|
||||
unityMesh.RecalculateBounds();
|
||||
|
||||
mesh.Refresh();
|
||||
return;
|
||||
|
||||
void AddQuad(
|
||||
Vector3 a, Vector3 b, Vector3 c, Vector3 d,
|
||||
Vector2 uvA, Vector2 uvB, Vector2 uvC, Vector2 uvD
|
||||
)
|
||||
{
|
||||
AddTriangle(a, b, c, uvA, uvB, uvC);
|
||||
AddTriangle(a, c, d, uvA, uvC, uvD);
|
||||
}
|
||||
|
||||
void AddTriangle(
|
||||
Vector3 a, Vector3 b, Vector3 c,
|
||||
Vector2 uvA, Vector2 uvB, Vector2 uvC
|
||||
)
|
||||
{
|
||||
var start = positions.Count;
|
||||
|
||||
positions.Add(a);
|
||||
positions.Add(b);
|
||||
positions.Add(c);
|
||||
|
||||
uvs.Add(uvA);
|
||||
uvs.Add(uvB);
|
||||
uvs.Add(uvC);
|
||||
|
||||
faces.Add(new Face(new[] { start, start + 1, start + 2 }));
|
||||
}
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
sizeX = Mathf.Max(1, sizeX);
|
||||
sizeZ = Mathf.Max(1, sizeZ);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (this == null)
|
||||
return;
|
||||
|
||||
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||
return;
|
||||
|
||||
Resize();
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Resize();
|
||||
if (proBuilderMesh.IsNull()) return;
|
||||
if (proBuilderMesh.gameObject.activeSelf)
|
||||
{
|
||||
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||
}
|
||||
|
||||
return new MeshData(
|
||||
vertices.ToArray(),
|
||||
triangles.ToArray(),
|
||||
uvs.ToArray()
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,90 +1,47 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ProBuilder;
|
||||
using UnityEngine.ProBuilder.Shapes;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class GroundSlabModelPrototype : MonoBehaviour
|
||||
public class GroundSlabModelPrototype : GroundModelPrototype
|
||||
{
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
|
||||
private const float Height = 0.5f;
|
||||
|
||||
[GroupInjections, SerializeField] private Transform model;
|
||||
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeZ = 1;
|
||||
|
||||
private int lastSizeX = -1;
|
||||
private int lastSizeZ = -1;
|
||||
|
||||
public int SizeX
|
||||
[GroupDebug, SerializeField, Min(1)] private int x = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int z = 1;
|
||||
|
||||
protected override void DebugResize()
|
||||
{
|
||||
get => sizeX;
|
||||
set => sizeX = Mathf.Max(1, value);
|
||||
sizeX = Mathf.Max(1, x);
|
||||
sizeZ = Mathf.Max(1, z);
|
||||
}
|
||||
|
||||
public int SizeZ
|
||||
|
||||
protected override void Generate()
|
||||
{
|
||||
get => sizeZ;
|
||||
set => sizeZ = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public BoxCollider BoxCollider => boxCollider;
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||
private void Resize()
|
||||
{
|
||||
if (lastSizeX == sizeX && lastSizeZ == sizeZ) return;
|
||||
|
||||
var newSize = new Vector3(sizeX, .5f, sizeZ);
|
||||
|
||||
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
|
||||
|
||||
proBuilderMesh.ToMesh();
|
||||
proBuilderMesh.Refresh();
|
||||
|
||||
boxCollider.size = newSize;
|
||||
boxCollider.center = Vector3.zero;
|
||||
|
||||
model.localPosition = new Vector3(0f, -.25f, 0f);
|
||||
|
||||
lastSizeX = sizeX;
|
||||
lastSizeZ = sizeZ;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
sizeX = Mathf.Max(1, sizeX);
|
||||
sizeZ = Mathf.Max(1, sizeZ);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (this == null)
|
||||
return;
|
||||
|
||||
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||
return;
|
||||
|
||||
Resize();
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Resize();
|
||||
if (proBuilderMesh.IsNull()) return;
|
||||
if (proBuilderMesh.gameObject.activeSelf)
|
||||
{
|
||||
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||
}
|
||||
var vertices = new List<Vector3>();
|
||||
var triangles = new List<int>();
|
||||
var uvs = new List<Vector2>();
|
||||
|
||||
MeshUtils.AddCubeFaces(vertices, triangles, uvs,
|
||||
sizeX, 1, sizeZ,
|
||||
sizeX * 0.5f, Height * 0.5f, sizeZ * 0.5f,
|
||||
true);
|
||||
|
||||
PrototypeModel.BuildMesh(new MeshData(
|
||||
vertices.ToArray(),
|
||||
triangles.ToArray(),
|
||||
uvs.ToArray()
|
||||
));
|
||||
|
||||
PrototypeModel.BoxCollider.size = new Vector3(sizeX, Height, sizeZ);
|
||||
PrototypeModel.BoxCollider.center = Vector3.zero;
|
||||
PrototypeModel.transform.localPosition = new Vector3(0f, -.25f, 0f);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,71 @@
|
||||
using System.Collections.Generic;
|
||||
using Intrepid.Core.Camera;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public class InteractableCommonModelPrototype : InteractableModelPrototype
|
||||
{
|
||||
[GroupInjections, SerializeField] private CameraProximityTrigger cameraProximityTrigger;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeY = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private int sizeZ = 1;
|
||||
[GroupConfigurations, SerializeField, ReadOnly] private float offset = 1f;
|
||||
|
||||
[GroupDebug, SerializeField] private bool hasProximityCamera = true;
|
||||
[GroupDebug, SerializeField, Min(1)] private int radius = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int x = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int y = 1;
|
||||
[GroupDebug, SerializeField, Min(1)] private int z = 1;
|
||||
[GroupDebug, SerializeField, Range(0f, 1f)] private float contact_offset = 1f;
|
||||
|
||||
protected override void ConfigElements()
|
||||
{
|
||||
cameraProximityTrigger.Radius = radius;
|
||||
cameraProximityTrigger.Collider.center = Vector3.zero;
|
||||
}
|
||||
|
||||
protected override void DebugResize()
|
||||
{
|
||||
sizeX = Mathf.Max(1, x);
|
||||
sizeY = Mathf.Max(1, y);
|
||||
sizeZ = Mathf.Max(1, z);
|
||||
offset = Mathf.Clamp01(contact_offset);
|
||||
}
|
||||
|
||||
protected override void SetupVisibility()
|
||||
{
|
||||
cameraProximityTrigger.enabled = hasProximityCamera;
|
||||
}
|
||||
|
||||
protected override void Generate()
|
||||
{
|
||||
var vertices = new List<Vector3>();
|
||||
var triangles = new List<int>();
|
||||
var uvs = new List<Vector2>();
|
||||
|
||||
MeshUtils.AddCubeFaces(vertices, triangles, uvs,
|
||||
sizeX, sizeY, sizeZ,
|
||||
sizeX * 0.5f, sizeY * 0.5f, sizeZ * 0.5f);
|
||||
|
||||
PrototypeModel.BuildMesh(new MeshData(
|
||||
vertices.ToArray(),
|
||||
triangles.ToArray(),
|
||||
uvs.ToArray()));
|
||||
|
||||
PrototypeModel.BoxCollider.size = new Vector3(sizeX + offset, sizeY, sizeZ + offset);
|
||||
PrototypeModel.BoxCollider.center = Vector3.zero;
|
||||
PrototypeModel.transform.localPosition = new Vector3(0f, sizeY / 2f, 0f);
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmos()
|
||||
{
|
||||
Gizmos.color = Color.yellow;
|
||||
Gizmos.DrawWireSphere(transform.position, radius);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cb37ac40fcc046539f4f959071d4146a
|
||||
timeCreated: 1781349823
|
||||
@ -1,115 +0,0 @@
|
||||
using System;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
using UnityEngine.ProBuilder;
|
||||
using UnityEngine.ProBuilder.Shapes;
|
||||
#if UNITY_EDITOR
|
||||
using UnityEditor;
|
||||
#endif
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public class InteractableCubeModelPrototype : MonoBehaviour
|
||||
{
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeX = 1;
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeY = 1;
|
||||
[GroupConfigurations, SerializeField, Min(1)] private int sizeZ = 1;
|
||||
[GroupConfigurations, SerializeField, Range(0f, 1f)] private float offset = 1f;
|
||||
|
||||
[GroupInjections, SerializeField] private Transform model;
|
||||
[GroupInjections, SerializeField] private ProBuilderMesh proBuilderMesh;
|
||||
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||
|
||||
private int lastSizeX = -1;
|
||||
private int lastSizeY = -1;
|
||||
private int lastSizeZ = -1;
|
||||
private float lastOffset = -1f;
|
||||
|
||||
public int SizeX
|
||||
{
|
||||
get => sizeX;
|
||||
set => sizeX = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public int SizeY
|
||||
{
|
||||
get => sizeY;
|
||||
set => sizeY = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public int SizeZ
|
||||
{
|
||||
get => sizeZ;
|
||||
set => sizeZ = Mathf.Max(1, value);
|
||||
}
|
||||
|
||||
public BoxCollider BoxCollider => boxCollider;
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium)]
|
||||
private void Resize()
|
||||
{
|
||||
if (lastSizeX == sizeX &&
|
||||
lastSizeY == sizeY &&
|
||||
lastSizeZ == sizeZ &&
|
||||
Mathf.Approximately(lastOffset, offset))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var newSize = new Vector3(sizeX, sizeY, sizeZ);
|
||||
|
||||
new Cube().RebuildMesh(proBuilderMesh, newSize, Quaternion.identity);
|
||||
|
||||
proBuilderMesh.ToMesh();
|
||||
proBuilderMesh.Refresh();
|
||||
|
||||
boxCollider.size = new Vector3(
|
||||
sizeX + offset,
|
||||
sizeY,
|
||||
sizeZ + offset
|
||||
);
|
||||
|
||||
boxCollider.center = Vector3.zero;
|
||||
|
||||
model.localPosition = new Vector3(0f, sizeY / 2f, 0f);
|
||||
|
||||
lastSizeX = sizeX;
|
||||
lastSizeY = sizeY;
|
||||
lastSizeZ = sizeZ;
|
||||
lastOffset = offset;
|
||||
}
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
sizeX = Mathf.Max(1, sizeX);
|
||||
sizeY = Mathf.Max(1, sizeY);
|
||||
sizeZ = Mathf.Max(1, sizeZ);
|
||||
offset = Mathf.Clamp01(offset);
|
||||
|
||||
#if UNITY_EDITOR
|
||||
EditorApplication.delayCall += () =>
|
||||
{
|
||||
if (this == null)
|
||||
return;
|
||||
|
||||
if (PrefabUtility.IsPartOfPrefabAsset(gameObject))
|
||||
return;
|
||||
|
||||
Resize();
|
||||
};
|
||||
#endif
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Resize();
|
||||
if (proBuilderMesh.IsNull()) return;
|
||||
if (proBuilderMesh.gameObject.activeSelf)
|
||||
{
|
||||
proBuilderMesh.gameObject.SetActive(GonConstants.Prototyping.DebugPrototyping);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 42aa640dc91d43339ddde4d64398a925
|
||||
timeCreated: 1780991448
|
||||
@ -0,0 +1,6 @@
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public abstract class InteractableModelPrototype : ModelPrototype
|
||||
{
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be55d8b1af79488baa8fad9990f7c4c2
|
||||
timeCreated: 1781349533
|
||||
128
Assets/Scripts/Intrepid/Gameplay/Prototyping/MeshUtils.cs
Normal file
128
Assets/Scripts/Intrepid/Gameplay/Prototyping/MeshUtils.cs
Normal file
@ -0,0 +1,128 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public static class MeshUtils
|
||||
{
|
||||
public static void AddGridFace(
|
||||
List<Vector3> vertices,
|
||||
List<int> triangles,
|
||||
List<Vector2> uvs,
|
||||
Vector3 origin,
|
||||
Vector3 axisU,
|
||||
Vector3 axisV,
|
||||
int countU,
|
||||
int countV)
|
||||
{
|
||||
for (var y = 0; y < countV; y++)
|
||||
{
|
||||
for (var x = 0; x < countU; x++)
|
||||
{
|
||||
var index = vertices.Count;
|
||||
|
||||
var p00 = origin + axisU * x + axisV * y;
|
||||
var p10 = origin + axisU * (x + 1) + axisV * y;
|
||||
var p11 = origin + axisU * (x + 1) + axisV * (y + 1);
|
||||
var p01 = origin + axisU * x + axisV * (y + 1);
|
||||
|
||||
vertices.Add(p00);
|
||||
vertices.Add(p10);
|
||||
vertices.Add(p11);
|
||||
vertices.Add(p01);
|
||||
|
||||
triangles.Add(index + 0);
|
||||
triangles.Add(index + 1);
|
||||
triangles.Add(index + 2);
|
||||
triangles.Add(index + 0);
|
||||
triangles.Add(index + 2);
|
||||
triangles.Add(index + 3);
|
||||
|
||||
uvs.Add(new Vector2(0, 0));
|
||||
uvs.Add(new Vector2(1, 0));
|
||||
uvs.Add(new Vector2(1, 1));
|
||||
uvs.Add(new Vector2(0, 1));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void AddTriangle(
|
||||
List<Vector3> vertices,
|
||||
List<int> triangles,
|
||||
List<Vector2> uvs,
|
||||
Vector3 a,
|
||||
Vector3 b,
|
||||
Vector3 c,
|
||||
Vector2 uvA,
|
||||
Vector2 uvB,
|
||||
Vector2 uvC)
|
||||
{
|
||||
var index = vertices.Count;
|
||||
|
||||
vertices.Add(a);
|
||||
vertices.Add(b);
|
||||
vertices.Add(c);
|
||||
|
||||
triangles.Add(index);
|
||||
triangles.Add(index + 1);
|
||||
triangles.Add(index + 2);
|
||||
|
||||
uvs.Add(uvA);
|
||||
uvs.Add(uvB);
|
||||
uvs.Add(uvC);
|
||||
}
|
||||
|
||||
public static void AddCubeFaces(
|
||||
List<Vector3> vertices,
|
||||
List<int> triangles,
|
||||
List<Vector2> uvs,
|
||||
int sizeX,
|
||||
int sizeY,
|
||||
int sizeZ,
|
||||
float halfX,
|
||||
float halfY,
|
||||
float halfZ,
|
||||
bool halfLateral = false)
|
||||
{
|
||||
// Top
|
||||
AddGridFace(vertices, triangles, uvs,
|
||||
new Vector3(-halfX, halfY, halfZ),
|
||||
Vector3.right,
|
||||
Vector3.back,
|
||||
sizeX,
|
||||
sizeZ);
|
||||
|
||||
// Back
|
||||
AddGridFace(vertices, triangles, uvs,
|
||||
new Vector3(halfX, -halfY, -halfZ),
|
||||
Vector3.left,
|
||||
Vector3.up * (halfLateral ? 0.5f : 1.0f),
|
||||
sizeX,
|
||||
sizeY);
|
||||
|
||||
// // Front
|
||||
// AddGridFace(vertices, triangles, uvs,
|
||||
// new Vector3(-halfX, -halfY, halfZ),
|
||||
// Vector3.right,
|
||||
// Vector3.up * (halfLateral ? 0.5f : 1.0f),
|
||||
// sizeX,
|
||||
// sizeY);
|
||||
|
||||
// Right
|
||||
AddGridFace(vertices, triangles, uvs,
|
||||
new Vector3(halfX, -halfY, halfZ),
|
||||
Vector3.back,
|
||||
Vector3.up * (halfLateral ? 0.5f : 1.0f),
|
||||
sizeZ,
|
||||
sizeY);
|
||||
|
||||
// Left
|
||||
AddGridFace(vertices, triangles, uvs,
|
||||
new Vector3(-halfX, -halfY, -halfZ),
|
||||
Vector3.forward,
|
||||
Vector3.up * (halfLateral ? 0.5f : 1.0f),
|
||||
sizeZ,
|
||||
sizeY);
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3f5605716eac4fcf8ed0bc28160c3e06
|
||||
timeCreated: 1781346901
|
||||
@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using Intrepid.Utilities;
|
||||
using Sirenix.OdinInspector;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
[ExecuteAlways]
|
||||
public abstract class ModelPrototype : MonoBehaviour
|
||||
{
|
||||
[GroupDebug, SerializeField] private bool displayDebug = true;
|
||||
[GroupInjections, SerializeField] private PrototypeModel prototypeModel;
|
||||
|
||||
protected PrototypeModel PrototypeModel => prototypeModel;
|
||||
|
||||
// protected virtual void OnEnable()
|
||||
// {
|
||||
// ConfigElements();
|
||||
// if (PrototypeModel.IsNull()) return;
|
||||
// Generate();
|
||||
// PrototypeModel.DebugRenderer.enabled = displayDebug;
|
||||
// SetupVisibility();
|
||||
// PrototypeModel.SetupDebugVisibility();
|
||||
// }
|
||||
|
||||
protected virtual void OnValidate()
|
||||
{
|
||||
ConfigElements();
|
||||
if (PrototypeModel.IsNull()) return;
|
||||
Generate();
|
||||
PrototypeModel.DebugRenderer.enabled = displayDebug;
|
||||
SetupVisibility();
|
||||
PrototypeModel.SetupDebugVisibility();
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
ConfigElements();
|
||||
if (PrototypeModel.IsNull()) return;
|
||||
PrototypeModel.DebugRenderer.enabled = displayDebug;
|
||||
SetupVisibility();
|
||||
PrototypeModel.SetupDebugVisibility();
|
||||
}
|
||||
|
||||
[GroupDebug, Button(ButtonSizes.Medium, ButtonStyle.FoldoutButton)]
|
||||
private void SetSize()
|
||||
{
|
||||
DebugResize();
|
||||
if (PrototypeModel.IsNull()) return;
|
||||
Generate();
|
||||
}
|
||||
|
||||
protected virtual void ConfigElements()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void SetupVisibility()
|
||||
{
|
||||
}
|
||||
|
||||
protected abstract void DebugResize();
|
||||
protected abstract void Generate();
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 27184d19924a49a096ce4ad0e99eda04
|
||||
timeCreated: 1781349606
|
||||
@ -0,0 +1,80 @@
|
||||
using System;
|
||||
using Intrepid.Utilities;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Intrepid.Gameplay.Prototyping
|
||||
{
|
||||
public struct MeshData
|
||||
{
|
||||
public Vector3[] Vertices { get; }
|
||||
public int[] triangles { get; }
|
||||
public Vector2[] UVs { get; }
|
||||
|
||||
public MeshData(Vector3[] vertices, int[] triangles, Vector2[] uVs)
|
||||
{
|
||||
Vertices = vertices;
|
||||
this.triangles = triangles;
|
||||
UVs = uVs;
|
||||
}
|
||||
}
|
||||
|
||||
public class PrototypeModel : MonoBehaviour
|
||||
{
|
||||
[GroupInjections, SerializeField] private MeshFilter debugMeshFilter;
|
||||
[GroupInjections, SerializeField] private MeshRenderer debugRenderer;
|
||||
[GroupInjections, SerializeField] private BoxCollider boxCollider;
|
||||
|
||||
public MeshFilter DebugMeshFilter => debugMeshFilter;
|
||||
public MeshRenderer DebugRenderer => debugRenderer;
|
||||
public BoxCollider BoxCollider => boxCollider;
|
||||
|
||||
private Mesh mesh;
|
||||
|
||||
public void SetupDebugVisibility()
|
||||
{
|
||||
if (DebugRenderer.IsNull()) return;
|
||||
if (DebugRenderer.gameObject.activeSelf && DebugRenderer.enabled)
|
||||
{
|
||||
DebugRenderer.enabled = GonConstants.Prototyping.DebugPrototyping;
|
||||
}
|
||||
}
|
||||
|
||||
public void ForceBuildMesh()
|
||||
{
|
||||
if (mesh.IsNotNull()) ForceDestroyMesh();
|
||||
mesh = new Mesh
|
||||
{
|
||||
name = "Procedural Debug Cube Instance"
|
||||
};
|
||||
DebugMeshFilter.mesh = mesh;
|
||||
}
|
||||
|
||||
private void ForceDestroyMesh()
|
||||
{
|
||||
if (Application.isPlaying)
|
||||
{
|
||||
Destroy(mesh);
|
||||
}
|
||||
else
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
|
||||
public void BuildMesh(MeshData meshData)
|
||||
{
|
||||
ForceBuildMesh();
|
||||
mesh.Clear();
|
||||
mesh.vertices = meshData.Vertices;
|
||||
mesh.triangles = meshData.triangles;
|
||||
mesh.uv = meshData.UVs;
|
||||
mesh.RecalculateNormals();
|
||||
mesh.RecalculateBounds();
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
ForceDestroyMesh();
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f20bd3bb11c64d00a0429af5fe4bd33f
|
||||
timeCreated: 1781281704
|
||||
Loading…
x
Reference in New Issue
Block a user