using System.Collections.Generic; using UnityEngine; public class e2dTerrainColliderMesh : e2dTerrainMesh { public MeshCollider collider { get { EnsureMeshComponentsExist(); return base.transform.FindChild(e2dConstants.COLLIDER_MESH_NAME).GetComponent(); } } public GameObject gameObject { get { return base.transform.FindChild(e2dConstants.COLLIDER_MESH_NAME).gameObject; } } public e2dTerrainColliderMesh(e2dTerrain terrain) : base(terrain) { } public void RebuildMesh() { if (base.TerrainCurve.Count < 2 || base.Terrain.CurveIntercrossing) { DestroyMesh(); return; } EnsureMeshComponentsExist(); List shapePolygon = base.Terrain.FillMesh.GetShapePolygon(); Vector3[] array = new Vector3[2 * shapePolygon.Count]; Vector3[] array2 = new Vector3[array.Length]; int[] array3 = new int[6 * shapePolygon.Count]; for (int i = 0; i < shapePolygon.Count; i++) { int num = 2 * i; array[num] = new Vector3(shapePolygon[i].x, shapePolygon[i].y, -0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); array[num + 1] = new Vector3(shapePolygon[i].x, shapePolygon[i].y, 0.5f * e2dConstants.COLLISION_MESH_Z_DEPTH); int num2 = i - 1; if (num2 < 0) { num2 += shapePolygon.Count; } int num3 = i + 1; if (num3 >= shapePolygon.Count) { num3 -= shapePolygon.Count; } Vector2 vector = new Vector2(shapePolygon[i].y - shapePolygon[num2].y, shapePolygon[num2].x - shapePolygon[num2].x); Vector2 vector2 = new Vector2(shapePolygon[num3].y - shapePolygon[i].y, shapePolygon[i].x - shapePolygon[num3].x); Vector3 vector3 = 0.5f * (vector + vector2); vector3.Normalize(); array2[num] = vector3; array2[num + 1] = vector3; int num4 = 6 * i; array3[num4] = num % array.Length; array3[num4 + 1] = (num + 1) % array.Length; array3[num4 + 2] = (num + 2) % array.Length; array3[num4 + 3] = (num + 2) % array.Length; array3[num4 + 4] = (num + 1) % array.Length; array3[num4 + 5] = (num + 3) % array.Length; } MeshCollider component = base.transform.FindChild(e2dConstants.COLLIDER_MESH_NAME).GetComponent(); component.sharedMesh.Clear(); component.sharedMesh.vertices = array; component.sharedMesh.triangles = array3; ResetMeshObjectsTransforms(); } public void DestroyMesh() { EnsureMeshObjectsExist(); MeshCollider component = base.transform.FindChild(e2dConstants.COLLIDER_MESH_NAME).GetComponent(); if ((bool)component && component.sharedMesh != null) { Object.DestroyImmediate(component.sharedMesh); } } }