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我有一个使用网格和多边形碰撞器来解决部分问题的方法。我现在有一个函数可以创建一个具有给定宽度和高度的直角三角形以及一个三角形形状的碰撞器:
using UnityEngine;
using System.Collections;
public class createMesh : MonoBehaviour {
public float width = 5f;
public float height = 5f;
public PolygonCollider2D polyCollider;
void Start()
{
polyCollider = GetComponent<PolygonCollider2D>();
}
// Update is called once per frame
void Update () {
TriangleMesh(width, height);
}
void TriangleMesh(float width, float height)
{
MeshFilter mf = GetComponent<MeshFilter>();
Mesh mesh = new Mesh();
mf.mesh = mesh;
//Verticies
Vector3[] verticies = new Vector3[3]
{
new Vector3(0,0,0), new Vector3(width, 0, 0), new Vector3(0,
height, 0)
};
//Triangles
int[] tri = new int[3];
tri[0] = 0;
tri[1] = 2;
tri[2] = 1;
//normals
Vector3[] normals = new Vector3[3];
normals[0] = -Vector3.forward;
normals[1] = -Vector3.forward;
normals[2] = -Vector3.forward;
//UVs
Vector2[] uv = new Vector2[3];
uv[0] = new Vector2(0, 0);
uv[0] = new Vector2(1, 0);
uv[0] = new Vector2(0, 1);
//initialise
mesh.vertices = verticies;
mesh.triangles = tri;
mesh.normals = normals;
mesh.uv = uv;
//setting up collider
polyCollider.pathCount = 1;
Vector2[] path = new Vector2[3]
{
new Vector2(0,0), new Vector2(0, height), new Vector2(width, 0)
};
polyCollider.SetPath(0, path);
}
}
我只需要将此函数放入与我绘制框的代码非常相似的代码中,以便用户可以指定宽度和高度。
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