rise-and-swine/Assets/Scripts/Assembly-CSharp/e2dTerrainColliderMesh.cs
2023-02-25 23:04:03 -05:00

91 lines
2.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class e2dTerrainColliderMesh : e2dTerrainMesh
{
public e2dTerrainColliderMesh(e2dTerrain terrain) : base(terrain)
{
}
public MeshCollider collider
{
get
{
base.EnsureMeshComponentsExist();
return base.transform.Find(e2dConstants.COLLIDER_MESH_NAME).GetComponent<MeshCollider>();
}
}
public GameObject gameObject
{
get
{
return base.transform.Find(e2dConstants.COLLIDER_MESH_NAME).gameObject;
}
}
public void RebuildMesh()
{
if (base.TerrainCurve.Count < 2 || base.Terrain.CurveIntercrossing)
{
this.DestroyMesh();
return;
}
base.EnsureMeshComponentsExist();
List<Vector2> 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 a = new Vector2(shapePolygon[i].y - shapePolygon[num2].y, shapePolygon[num2].x - shapePolygon[num2].x);
Vector2 b = new Vector2(shapePolygon[num3].y - shapePolygon[i].y, shapePolygon[i].x - shapePolygon[num3].x);
Vector3 vector = 0.5f * (a + b);
vector.Normalize();
array2[num] = vector;
array2[num + 1] = vector;
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.Find(e2dConstants.COLLIDER_MESH_NAME).GetComponent<MeshCollider>();
component.sharedMesh.Clear();
component.sharedMesh.vertices = array;
component.sharedMesh.triangles = array3;
base.ResetMeshObjectsTransforms();
}
public void ResetMesh()
{
MeshCollider component = base.transform.Find(e2dConstants.COLLIDER_MESH_NAME).GetComponent<MeshCollider>();
component.sharedMesh.Clear();
base.ResetMeshObjectsTransforms();
}
public void DestroyMesh()
{
base.EnsureMeshObjectsExist();
MeshCollider component = base.transform.Find(e2dConstants.COLLIDER_MESH_NAME).GetComponent<MeshCollider>();
if (component && component.sharedMesh != null)
{
UnityEngine.Object.DestroyImmediate(component.sharedMesh);
}
}
}