Created
November 28, 2017 17:36
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Triangle Prefab Script
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public class DrawTriangle : DrawShape | |
{ | |
// ... | |
private PolygonCollider2D _polygonCollider2D; | |
// Triangle vertices (in absolute coordinates) | |
private readonly List<Vector2> _vertices = new List<Vector2>(3); | |
public override bool ShapeFinished { get { return _vertices.Count >= 3; } } | |
// ... | |
private void Awake() | |
{ | |
// ... | |
_polygonCollider2D = GetComponent<PolygonCollider2D>(); | |
} | |
// ... | |
public override void UpdateShape(Vector2 newVertex) | |
{ | |
if (_vertices.Count < 2) { | |
return; | |
} | |
_vertices[_vertices.Count - 1] = newVertex; | |
// Set the gameobject's position to be the center of mass | |
var center = _vertices.Centroid(); | |
transform.position = center; | |
// Update the mesh relative to the transform | |
var relativeVertices = _vertices.Select(v => v - center).ToArray(); | |
_meshFilter.mesh = PolygonMesh(relativeVertices, FillColor); | |
// ... | |
// Update the collider | |
_polygonCollider2D.points = relativeVertices; | |
} | |
/// <summary> | |
/// Creates and returns a polygon mesh given a list of its vertices. | |
/// </summary> | |
private static Mesh PolygonMesh(Vector2[] vertices, Color fillColor) | |
{ | |
// Find all the triangles in the shape | |
var triangles = new Triangulator(vertices).Triangulate(); | |
// Assign each vertex the fill color | |
var colors = Enumerable.Repeat(fillColor, vertices.Length).ToArray(); | |
var mesh = new Mesh { | |
name = "Triangle", | |
vertices = vertices.ToVector3(), | |
triangles = triangles, | |
colors = colors | |
}; | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
return mesh; | |
} | |
} |
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