Firstborn/Assets/MeshBaker/Examples/SceneDynamicAddDelete/MB_DynamicAddDeleteExample.cs

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C#
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using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class MB_DynamicAddDeleteExample : MonoBehaviour {
public GameObject prefab;
List<GameObject> objsInCombined = new List<GameObject>();
MB3_MultiMeshBaker mbd;
GameObject[] objs;
float GaussianValue(){
float x1, x2, w, y1;
do {
x1 = 2.0f * Random.Range(0f,1f) - 1.0f;
x2 = 2.0f * Random.Range(0f,1f) - 1.0f;
w = x1 * x1 + x2 * x2;
} while ( w >= 1.0f );
w = Mathf.Sqrt( (-2.0f * Mathf.Log( w ) ) / w );
y1 = x1 * w;
return y1;
}
void Start(){
mbd = GetComponentInChildren<MB3_MultiMeshBaker>();
// instantiate game objects
int dim = 10;
GameObject[] gos = new GameObject[dim * dim];
for (int i = 0; i < dim; i++){
for (int j = 0; j < dim; j++){
GameObject go = (GameObject) Instantiate(prefab);
gos[i*dim + j] = go.GetComponentInChildren<MeshRenderer>().gameObject;
float randx = Random.Range(-4f,4f);
float randz = Random.Range(-4f,4f);
go.transform.position = (new Vector3(3f*i + randx, 0, 3f * j + randz));
float randrot = Random.Range (0,360);
go.transform.rotation = Quaternion.Euler(0,randrot,0);
Vector3 randscale = Vector3.one + Vector3.one * GaussianValue() * .15f;
go.transform.localScale = randscale;
//put every third object in a list so we can add and delete it later
if ((i*dim + j) % 3 == 0){
objsInCombined.Add(gos[i*dim + j]);
}
}
}
//add objects to combined mesh
mbd.AddDeleteGameObjects(gos, null, true);
mbd.Apply();
objs = objsInCombined.ToArray();
//start routine which will periodically add and delete objects
StartCoroutine(largeNumber());
}
IEnumerator largeNumber() {
while(true){
yield return new WaitForSeconds(1.5f);
//Delete every third object
mbd.AddDeleteGameObjects(null, objs, true);
mbd.Apply();
yield return new WaitForSeconds(1.5f);
//Add objects back
mbd.AddDeleteGameObjects(objs, null, true);
mbd.Apply();
}
}
void OnGUI(){
GUILayout.Label ("Dynamically instantiates game objects. \nRepeatedly adds and removes some of them\n from the combined mesh.");
}
}