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February 5, 2020 16:05
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{ | |
var batch = batches.First(); | |
var sprite = batch.Key; | |
var mat = new Material(batch.First().material); | |
mat.mainTexture = sprite.texture; | |
var count = batch.Count(); | |
var indexes = new int[6*count]; | |
var vertexes = new Vector3[4*count]; | |
var uvs = new Vector2[4*count]; | |
var iidx = 0; | |
var vidx = 0; | |
foreach(var clump in batch){ | |
indexes[iidx + 0] = vidx + 0; | |
indexes[iidx + 1] = vidx + 1; | |
indexes[iidx + 2] = vidx + 2; | |
indexes[iidx + 3] = vidx + 1; | |
indexes[iidx + 4] = vidx + 2; | |
indexes[iidx + 5] = vidx + 3; | |
iidx += 6; | |
var bounds = sprite.bounds; | |
var m = clump.transform.localToWorldMatrix; | |
vertexes[vidx + 0] = m.MultiplyPoint(new Vector3(bounds.min.x, bounds.min.y, 0)); uvs[vidx + 0] = new Vector2(0, 0); | |
vertexes[vidx + 1] = m.MultiplyPoint(new Vector3(bounds.max.x, bounds.min.y, 0)); uvs[vidx + 1] = new Vector2(1, 0); | |
vertexes[vidx + 2] = m.MultiplyPoint(new Vector3(bounds.min.x, bounds.max.y, 0)); uvs[vidx + 2] = new Vector2(0, 1); | |
vertexes[vidx + 3] = m.MultiplyPoint(new Vector3(bounds.max.x, bounds.max.y, 0)); uvs[vidx + 3] = new Vector2(1, 1); | |
vidx += 4; | |
} | |
var mesh = new Mesh(); | |
mesh.vertices = vertexes; | |
mesh.uv = uvs; | |
mesh.triangles = indexes; | |
var go = new GameObject("ClumpMesh"); | |
var mf = go.AddComponent<MeshFilter>(); | |
mf.mesh = mesh; | |
var mr = go.AddComponent<MeshRenderer>(); | |
mr.sharedMaterial = mat; | |
} |
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