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DynamicPoolMesh
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115 lines (90 loc) · 2.93 KB
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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[ExecuteInEditMode]
public class DynamicPoolMesh : MonoBehaviour
{
public float height = 4;
[Range(0,10)]
public float leftWidth = 2;
[Range(0,10)]
public float middleWidth = 4;
[Range(0,10)]
public float rightWidth = 4;
public Sprite RefSprite;
void Start()
{
UpdateMesh();
}
private void OnValidate()
{
GetComponent<MeshRenderer>().sharedMaterial.mainTexture = RefSprite.texture;
UpdateMesh();
}
/*
* 1________2______________5_______6
* | | | |
* | | | |
* | | | |
* | | | |
* 0----L---3-------M-------4--R----7
*/
private void UpdateMesh()
{
Mesh mesh = new Mesh();
Vector3[] vertices = new Vector3[8];
int[] triangles = new int[18];
Vector2[] uv = new Vector2[8];
float totalWidth = leftWidth + middleWidth + rightWidth;
#region 顶点位置
vertices[0] = new Vector3(0, 0, 0);
vertices[1] = new Vector3(0, height, 0);
vertices[2] = new Vector3(leftWidth, height, 0);
vertices[3] = new Vector3(leftWidth, 0, 0);
vertices[4] = new Vector3(leftWidth+middleWidth, 0, 0);
vertices[5] = new Vector3(leftWidth+middleWidth, height, 0);
vertices[6] = new Vector3(totalWidth, height, 0);
vertices[7] = new Vector3(totalWidth, 0, 0);
#endregion 顶点位置
#region 顶点索引
//顺时针索引
triangles[0] = 0;
triangles[1] = 1;
triangles[2] = 3;
triangles[3] = 3;
triangles[4] = 1;
triangles[5] = 2;
triangles[6] = 3;
triangles[7] = 2;
triangles[8] = 5;
triangles[9] = 5;
triangles[10] = 4;
triangles[11] = 3;
triangles[12] = 4;
triangles[13] = 5;
triangles[14] = 7;
triangles[15] = 7;
triangles[16] = 5;
triangles[17] = 6;
#endregion
#region UV
var border = RefSprite.border; //X=left, Y=bottom, Z=right, W=top.
var size = RefSprite.textureRect;
var uvLeft = border.x / size.width;
var uvRight = border.z / size.width;
uv[0] = new Vector2(0, 0);
uv[1] = new Vector2(0, 1);
uv[2] = new Vector2(uvLeft, 1);
uv[3] = new Vector2(uvLeft, 0);
uv[4] = new Vector2(uvRight, 0);
uv[5] = new Vector2(uvRight, 1);
uv[6] = new Vector2(1, 1);
uv[7] = new Vector2(1, 0);
#endregion UV
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.uv = uv;
GetComponent<MeshFilter>().mesh = mesh;
}
}