created mesh array - WIP
the meshes are generated in a grid formation but not positioned correctly :(
This commit is contained in:
@@ -0,0 +1,176 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class CellMesh : MonoBehaviour
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{
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Material m_Material;
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private LogicGrid grid;
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private Mesh mesh;
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private void Awake()
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{
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mesh = new Mesh();
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GetComponent<MeshFilter>().mesh = mesh;
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}
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public void SetGrid(LogicGrid grid)
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{
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this.grid = grid;
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UpdateCellVisual();
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}
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private void UpdateCellVisual()
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{
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CreateEmptyMeshArrays(grid.GetWidth() * grid.GetHeight(), out Vector3[] vertices, out Vector2[] uv, out int[] triangles);
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for(int x = 0; x < grid.GetWidth(); x++)
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for(int y = 0; y < grid.GetHeight(); y++)
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{
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int index = x * grid.GetHeight() + y;
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Vector3 quadSize = new Vector3(1, 1) * grid.GetCellSize();
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AddQuad(vertices, uv, triangles, index, grid.GetWorldPosition(x, y), quadSize, Vector2.zero);
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}
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.triangles = triangles;
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}
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void Start()
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{
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/**
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m_Material = GetComponent<Renderer>().material;
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Debug.Log("Mesh Testing");
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Mesh mesh = new Mesh();
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// Build required data-structures for square mesh
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Vector3[] vertices = new Vector3[4];
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Vector2[] uv = new Vector2[4];
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int[] triangles = new int[6];
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// Set vertices of polygon (2 triangles -> 1 quad)
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vertices[0] = new Vector3(0, 0);
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vertices[1] = new Vector3(0, 10);
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vertices[2] = new Vector3(10, 10);
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vertices[3] = new Vector3(10, 0);
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// UV index contains texture position that should match to vertex with same index
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uv[0] = new Vector2(0, 0);
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uv[1] = new Vector2(0, 1);
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uv[2] = new Vector2(1, 1);
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uv[3] = new Vector2(1, 0);
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Note: always set clockwise, otherwise mesh will be facing backwards
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triangles[0] = 0;
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triangles[1] = 1;
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triangles[2] = 2;
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triangles[3] = 0;
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triangles[4] = 2;
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triangles[5] = 3;
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.triangles = triangles;
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GetComponent<MeshFilter>().mesh = mesh;
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*/
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}
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private void Update()
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{
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if(Input.GetKeyDown("1"))
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{
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Debug.Log("1");
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m_Material.color = Color.white;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("2"))
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{
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Debug.Log("2");
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m_Material.color = Color.black;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("3"))
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{
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Debug.Log("3");
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m_Material.color = Color.green;
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//m_Material.SetColor("_Color", Color.white);
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}
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}
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// CREDIT FOR BELOW FUNCTIONS: CODEMONKEY
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// https://www.youtube.com/watch?v=mZzZXfySeFQ
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public static void CreateEmptyMeshArrays(int quadCount, out Vector3[] vertices, out Vector2[] uvs, out int[] triangles)
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{
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vertices = new Vector3[4 * quadCount];
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uvs = new Vector2[4 * quadCount];
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triangles = new int[6 * quadCount];
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}
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private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
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{
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vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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Debug.Log(vertices[0]);
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Debug.Log(vertices[1]);
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Debug.Log(vertices[2]);
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Debug.Log(vertices[3]);
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uvs[(index * 4)] = Uv;
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uvs[(index * 4) + 1] = Uv;
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uvs[(index * 4) + 2] = Uv;
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uvs[(index * 4) + 3] = Uv;
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triangles[(index * 6) + 0] = (index * 4) + 0;
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triangles[(index * 6) + 1] = (index * 4) + 1;
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triangles[(index * 6) + 2] = (index * 4) + 2;
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triangles[(index * 6) + 3] = (index * 4) + 2;
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triangles[(index * 6) + 4] = (index * 4) + 3;
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triangles[(index * 6) + 5] = (index * 4) + 0;
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}
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/* private void AddQuad(Vector3[] vertices, Vector2[] uvs, int[] triangles, int index, Vector3 GridPos, Vector3 QuadSize, Vector2 Uv)
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{
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vertices[index * 4] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 1] = new Vector3((-0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 2] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (+0.5f + GridPos.y) * QuadSize.y);
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vertices[(index * 4) + 3] = new Vector3((+0.5f + GridPos.x) * QuadSize.x, (-0.5f + GridPos.y) * QuadSize.y);
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Debug.Log(vertices[0]);
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Debug.Log(vertices[1]);
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Debug.Log(vertices[2]);
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Debug.Log(vertices[3]);
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uvs[(index * 4)] = Uv;
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uvs[(index * 4) + 1] = Uv;
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uvs[(index * 4) + 2] = Uv;
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uvs[(index * 4) + 3] = Uv;
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triangles[(index * 6) + 0] = (index * 4) + 0;
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triangles[(index * 6) + 1] = (index * 4) + 1;
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triangles[(index * 6) + 2] = (index * 4) + 2;
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triangles[(index * 6) + 3] = (index * 4) + 2;
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triangles[(index * 6) + 4] = (index * 4) + 3;
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triangles[(index * 6) + 5] = (index * 4) + 0;
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}*/
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}
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@@ -53,9 +53,9 @@ public class LogicGrid
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// Enables us to convert the array's (x,y) pair into the user's world-space (also used to scale grid in constructor)
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private Vector3 GetWorldPosition(int x, int y)
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public Vector3 GetWorldPosition(int x, int y)
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{
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return new Vector3(x, y) * this.cellSize + originPosition;
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return new Vector3(x, y) * this.cellSize + this.originPosition;
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}
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private void getXY(Vector3 worldPosition, out int x, out int y)
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@@ -104,4 +104,18 @@ public class LogicGrid
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return GetValue(x, y);
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}
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public int GetHeight()
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{
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return this.height;
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}
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public int GetWidth()
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{
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return this.width;
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}
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public float GetCellSize()
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{
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return this.cellSize;
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}
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}
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@@ -5,10 +5,13 @@ using UnityEngine;
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public class Main : MonoBehaviour
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{
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[SerializeField] private CellMesh cellMesh;
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private LogicGrid world;
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char placementMode;
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int placementValue;
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// Start is called before the first frame update
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void Start()
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{
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@@ -18,6 +21,9 @@ public class Main : MonoBehaviour
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// Set default placement to Obstacle
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placementValue = -1;
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placementMode = 'o';
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cellMesh.SetGrid(world);
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Debug.Log("Loaded. Placing Mode: Obstacle");
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}
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@@ -1,80 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class MeshTesting : MonoBehaviour
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{
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Material m_Material;
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void Start()
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{
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m_Material = GetComponent<Renderer>().material;
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Debug.Log("Mesh Testing");
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Mesh mesh = new Mesh();
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// Build required data-structures for triangle mesh
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Vector3[] vertices = new Vector3[4];
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Vector2[] uv = new Vector2[4];
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int[] triangles = new int[6];
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// Set vertices of polygon (2 triangles -> 1 quad)
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vertices[0] = new Vector3( 0, 0);
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vertices[1] = new Vector3( 0, 10);
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vertices[2] = new Vector3(10, 10);
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vertices[3] = new Vector3(10, 0);
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// UV index contains texture position that should match to vertex with same index
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uv[0] = new Vector2(0, 0);
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uv[1] = new Vector2(0, 1);
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uv[2] = new Vector2(1, 1);
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uv[3] = new Vector2(1, 0);
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// Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
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// Note: always set clockwise, otherwise mesh will be facing backwards
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triangles[0] = 0;
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triangles[1] = 1;
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triangles[2] = 2;
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triangles[3] = 0;
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triangles[4] = 2;
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triangles[5] = 3;
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mesh.vertices = vertices;
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mesh.uv = uv;
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mesh.triangles = triangles;
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GetComponent<MeshFilter>().mesh = mesh;
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}
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private void Update()
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{
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if(Input.GetKeyDown("1"))
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{
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Debug.Log("1");
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m_Material.color = Color.white;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("2"))
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{
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Debug.Log("2");
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m_Material.color = Color.black;
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//m_Material.SetColor("_Color", Color.white);
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}
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if (Input.GetKeyDown("3"))
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{
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Debug.Log("3");
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m_Material.color = Color.green;
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//m_Material.SetColor("_Color", Color.white);
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}
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}
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}
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