49 lines
1.5 KiB
C#
49 lines
1.5 KiB
C#
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using UnityEngine;
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namespace WSMGameStudio.Splines
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{
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[System.Serializable]
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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public class SMR_GeneratedMesh : MonoBehaviour, IGeneratedMesh
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{
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[HideInInspector] int ownerID;
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[SerializeField]
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private Mesh _mesh;
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private MeshFilter _meshFilter;
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private MeshRenderer _meshRenderer;
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public Mesh Mesh
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{
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get
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{
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bool isOwner = (ownerID == gameObject.GetInstanceID());
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ownerID = gameObject.GetInstanceID();
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string meshName = string.Format("Mesh [{0}]", ownerID);
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_meshFilter = _meshFilter == null ? GetComponent<MeshFilter>() : _meshFilter;
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if (_meshFilter.sharedMesh == null || !isOwner || (_meshFilter.sharedMesh != null && _meshFilter.sharedMesh.name != meshName))
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{
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_mesh = new Mesh();
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_meshFilter.sharedMesh = _mesh;
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_mesh.name = meshName;
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}
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return _mesh;
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}
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}
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public GameObject GetGameObject
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{
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get { return gameObject; }
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}
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public void SetMaterials(Material[] materials)
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{
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_meshRenderer = _meshRenderer == null ? GetComponent<MeshRenderer>() : _meshRenderer;
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_meshRenderer.sharedMaterials = materials;
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}
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}
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}
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