Rasagar/Library/PackageCache/com.unity.probuilder/Samples~/Runtime/Misc/HueCube.cs

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2024-08-26 13:07:20 -07:00
#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using UnityEngine.ProBuilder;
namespace ProBuilder.Examples
{
/// <summary>
/// Creates a cube on start and colors it's vertices programatically.
/// </summary>
sealed class HueCube : MonoBehaviour
{
ProBuilderMesh m_Mesh;
void Start()
{
// Create a new ProBuilder cube to work with.
m_Mesh = ShapeGenerator.CreateShape(ShapeType.Cube);
// Cycle through each unique vertex in the cube (8 total), and assign a color
// to the index in the sharedIndices array.
int sharedVertexCount = m_Mesh.sharedVertices.Count;
Color[] vertexColors = new Color[sharedVertexCount];
for(int i = 0; i < sharedVertexCount; i++)
{
vertexColors[i] = Color.HSVToRGB((i/(float)sharedVertexCount) * 360f, 1f, 1f);
}
// Now go through each face (vertex colors are stored the pb_Face class) and
// assign the pre-calculated index color to each index in the triangles array.
var colors = m_Mesh.colors;
for(int sharedIndex = 0; sharedIndex < m_Mesh.sharedVertices.Count; sharedIndex++)
{
foreach(int index in m_Mesh.sharedVertices[sharedIndex])
{
colors[index] = vertexColors[sharedIndex];
}
}
m_Mesh.colors = colors;
// In order for these changes to take effect, you must refresh the mesh
// object.
m_Mesh.Refresh();
}
}
}
#endif