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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
[RequireComponent(typeof(MeshFilter))] | |
[RequireComponent(typeof(MeshRenderer))] | |
public class Plane : MonoBehaviour { | |
[Range(2,100)]public int width = 10; | |
[Range(2,100)]public int length = 10; | |
[ContextMenu("Setup Mesh")] | |
void SetupMesh () { | |
int size = width * length; | |
Vector3[] verts = new Vector3[size]; | |
Vector2[] uvs = new Vector2[size]; | |
Color[] colors = new Color[size]; | |
List<int> tris = new List<int>(); | |
for (int x = 0; x < width; x++) { | |
for (int z = 0; z < length; z++) { | |
int index = x + z * width; | |
verts[index] = new Vector3(x, 0, z); | |
uvs[index] = new Vector2( | |
(float)x / (float)width, | |
(float)z / (float)length | |
); | |
colors[index] = Color.white; | |
if (x < width-1 && z < length-1) { | |
int above = x + (z+1) * width; | |
tris.AddRange(new int[] { | |
index, above , above + 1, | |
index, above + 1, index + 1, | |
}); | |
} | |
} | |
} | |
Mesh mesh = new Mesh(); | |
mesh.name = "Plane"; | |
mesh.vertices = verts; | |
mesh.uv = uvs; | |
mesh.colors = colors; | |
mesh.triangles = tris.ToArray(); | |
mesh.RecalculateNormals(); | |
mesh.RecalculateBounds(); | |
MeshFilter meshFilter = GetComponent<MeshFilter>(); | |
meshFilter.sharedMesh = mesh; | |
} | |
} |
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