51 lines
1.3 KiB
C#
51 lines
1.3 KiB
C#
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#if UNITY_EDITOR || UNITY_STANDALONE
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using UnityEngine;
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using UnityEngine.ProBuilder;
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namespace ProBuilder.Examples
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{
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/// <summary>
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/// Creates a cube on start and colors it's vertices programatically.
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/// </summary>
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sealed class HueCube : MonoBehaviour
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{
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ProBuilderMesh m_Mesh;
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void Start()
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{
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// Create a new ProBuilder cube to work with.
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m_Mesh = ShapeGenerator.CreateShape(ShapeType.Cube);
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// Cycle through each unique vertex in the cube (8 total), and assign a color
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// to the index in the sharedIndices array.
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int sharedVertexCount = m_Mesh.sharedVertices.Count;
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Color[] vertexColors = new Color[sharedVertexCount];
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for(int i = 0; i < sharedVertexCount; i++)
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{
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vertexColors[i] = Color.HSVToRGB((i/(float)sharedVertexCount) * 360f, 1f, 1f);
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}
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// Now go through each face (vertex colors are stored the pb_Face class) and
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// assign the pre-calculated index color to each index in the triangles array.
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var colors = m_Mesh.colors;
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for(int sharedIndex = 0; sharedIndex < m_Mesh.sharedVertices.Count; sharedIndex++)
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{
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foreach(int index in m_Mesh.sharedVertices[sharedIndex])
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{
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colors[index] = vertexColors[sharedIndex];
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}
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}
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m_Mesh.colors = colors;
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// In order for these changes to take effect, you must refresh the mesh
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// object.
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m_Mesh.Refresh();
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}
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}
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}
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#endif
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