地图边缘相关优化
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using System.Collections.Generic;
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using UnityEngine;
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namespace IndianOceanAssets.Engine2_5D
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{
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/// <summary>
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/// 悬崖崖壁生成器 —— 根据子物体(边界点)生成垂直崖壁 mesh + 边缘发光条带。
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///
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/// 使用方式:
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/// 1. 场景中创建空物体,挂上此脚本(放在地面高度,Y=0)
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/// 2. 在此物体下创建若干子空物体作为边界角点
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/// (至少 3 个,顺时针或逆时针排列,例如 4 个摆成矩形)
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/// 3. Inspector 里指定 wallMaterial(建议 URP Unlit 暗色材质)
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/// 4. 右键组件 > Build Cliff Walls 生成
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/// 5. 修改边界点后再次 Build 会自动清除旧的重建
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///
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/// 生成结果(在 "Generated_CliffWalls" 子物体下):
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/// - CliffWall:垂直崖壁面,从边界点往下延伸 wallHeight
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/// - EdgeGlow:顶部细条,使用 AbyssEdgeGlow shader 勾勒断边轮廓
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/// </summary>
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public class CliffWallBuilder : MonoBehaviour
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{
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[Header("崖壁参数")]
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[Tooltip("崖壁往下延伸的高度(世界单位)")]
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[SerializeField] private float wallHeight = 5f;
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[Header("边缘发光线")]
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[Tooltip("是否生成顶部发光条带")]
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[SerializeField] private bool generateEdgeGlow = true;
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[Tooltip("发光条带的高度(世界单位)")]
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[SerializeField] private float edgeGlowHeight = 0.2f;
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[Tooltip("发光颜色")]
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[SerializeField] private Color edgeGlowColor = new Color(0.2f, 0.6f, 0.9f, 1f);
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[Tooltip("发光亮度")]
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[SerializeField, Range(0.1f, 5f)] private float edgeGlowIntensity = 1.5f;
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[Tooltip("渐变:越大上边越亮下边越暗")]
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[SerializeField, Range(0.1f, 3f)] private float edgeGlowGradient = 1f;
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[Header("材质")]
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[Tooltip("崖壁材质(建议 URP Unlit,深色,Render Face = Both)")]
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[SerializeField] private Material wallMaterial;
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[Tooltip("边缘发光材质(使用 AbyssEdgeGlow shader)。留空则自动创建。")]
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[SerializeField] private Material edgeGlowMaterial;
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private const string GeneratedName = "Generated_CliffWalls";
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[ContextMenu("Build Cliff Walls")]
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public void Build()
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{
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// 收集子物体作为边界点(跳过已生成的容器)
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var points = new List<Vector3>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (child.name == GeneratedName) continue;
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points.Add(child.position);
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}
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if (points.Count < 2)
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{
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Debug.LogWarning("[CliffWallBuilder] 需要至少 2 个子物体作为边界点(不含生成物)。" +
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"请在此物体下添加空物体作为角点。");
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return;
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}
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// 清除旧生成物
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Transform old = transform.Find(GeneratedName);
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if (old != null)
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{
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if (Application.isPlaying)
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Destroy(old.gameObject);
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else
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DestroyImmediate(old.gameObject);
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}
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// 创建容器
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GameObject container = new GameObject(GeneratedName);
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container.transform.SetParent(transform, false);
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// ---- 崖壁 mesh ----
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GameObject wallObj = new GameObject("CliffWall");
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wallObj.transform.SetParent(container.transform, false);
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MeshFilter wallMF = wallObj.AddComponent<MeshFilter>();
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MeshRenderer wallMR = wallObj.AddComponent<MeshRenderer>();
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Mesh wallMesh = GenerateWallMesh(points);
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wallMesh.name = "CliffWall_Mesh";
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wallMF.sharedMesh = wallMesh;
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wallMR.sharedMaterial = wallMaterial;
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// ---- 边缘发光 mesh ----
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if (generateEdgeGlow)
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{
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GameObject glowObj = new GameObject("EdgeGlow");
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glowObj.transform.SetParent(container.transform, false);
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MeshFilter glowMF = glowObj.AddComponent<MeshFilter>();
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MeshRenderer glowMR = glowObj.AddComponent<MeshRenderer>();
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Mesh glowMesh = GenerateEdgeGlowMesh(points);
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glowMesh.name = "EdgeGlow_Mesh";
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glowMF.sharedMesh = glowMesh;
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if (edgeGlowMaterial != null)
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{
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glowMR.sharedMaterial = edgeGlowMaterial;
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}
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else
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{
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// 尝试自动创建 AbyssEdgeGlow 材质
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Shader edgeShader = Shader.Find("IndianOcean/AbyssEdgeGlow");
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if (edgeShader != null)
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{
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Material mat = new Material(edgeShader);
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mat.SetColor("_Color", edgeGlowColor);
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mat.SetFloat("_Intensity", edgeGlowIntensity);
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mat.SetFloat("_Gradient", edgeGlowGradient);
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glowMR.sharedMaterial = mat;
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}
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else
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{
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Debug.LogWarning("[CliffWallBuilder] 找不到 IndianOcean/AbyssEdgeGlow shader。" +
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"请手动创建材质并指定到 edgeGlowMaterial。");
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}
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}
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}
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Debug.Log($"[CliffWallBuilder] 已生成 {points.Count} 条崖壁边,高度 {wallHeight}");
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}
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/// <summary>
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/// 生成崖壁 mesh:每条边一个垂直四边形(双面)
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/// </summary>
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private Mesh GenerateWallMesh(List<Vector3> points)
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{
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var verts = new List<Vector3>();
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var tris = new List<int>();
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var uvs = new List<Vector2>();
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int n = points.Count;
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for (int i = 0; i < n; i++)
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{
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Vector3 p0 = transform.InverseTransformPoint(points[i]);
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Vector3 p1 = transform.InverseTransformPoint(points[(i + 1) % n]);
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Vector3 bl = p0 + new Vector3(0, -wallHeight, 0);
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Vector3 br = p1 + new Vector3(0, -wallHeight, 0);
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Vector3 tl = p0;
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Vector3 tr = p1;
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int b = verts.Count;
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verts.Add(bl); verts.Add(br); verts.Add(tl); verts.Add(tr);
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uvs.Add(new Vector2(0, 0));
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uvs.Add(new Vector2(1, 0));
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uvs.Add(new Vector2(0, 1));
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uvs.Add(new Vector2(1, 1));
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// 正面
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tris.Add(b + 0); tris.Add(b + 2); tris.Add(b + 1);
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tris.Add(b + 1); tris.Add(b + 2); tris.Add(b + 3);
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// 背面(反绕,双面可见)
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tris.Add(b + 0); tris.Add(b + 1); tris.Add(b + 2);
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tris.Add(b + 1); tris.Add(b + 3); tris.Add(b + 2);
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}
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Mesh mesh = new Mesh { name = "CliffWall" };
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mesh.SetVertices(verts);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(tris, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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/// <summary>
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/// 生成边缘发光 mesh:沿边界顶部的细条
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/// UV.y: 1=顶部(亮), 0=底部(暗)
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/// </summary>
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private Mesh GenerateEdgeGlowMesh(List<Vector3> points)
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{
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var verts = new List<Vector3>();
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var tris = new List<int>();
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var uvs = new List<Vector2>();
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int n = points.Count;
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for (int i = 0; i < n; i++)
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{
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Vector3 p0 = transform.InverseTransformPoint(points[i]);
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Vector3 p1 = transform.InverseTransformPoint(points[(i + 1) % n]);
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Vector3 tl = p0; // 顶(地面高度)
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Vector3 tr = p1;
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Vector3 bl = p0 + new Vector3(0, -edgeGlowHeight, 0); // 底(往下)
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Vector3 br = p1 + new Vector3(0, -edgeGlowHeight, 0);
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int b = verts.Count;
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verts.Add(bl); verts.Add(br); verts.Add(tl); verts.Add(tr);
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uvs.Add(new Vector2(0, 0)); // 底部暗
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uvs.Add(new Vector2(1, 0));
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uvs.Add(new Vector2(0, 1)); // 顶部亮
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uvs.Add(new Vector2(1, 1));
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tris.Add(b + 0); tris.Add(b + 2); tris.Add(b + 1);
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tris.Add(b + 1); tris.Add(b + 2); tris.Add(b + 3);
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tris.Add(b + 0); tris.Add(b + 1); tris.Add(b + 2);
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tris.Add(b + 1); tris.Add(b + 3); tris.Add(b + 2);
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}
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Mesh mesh = new Mesh { name = "EdgeGlow" };
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mesh.SetVertices(verts);
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mesh.SetUVs(0, uvs);
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mesh.SetTriangles(tris, 0);
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mesh.RecalculateNormals();
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mesh.RecalculateBounds();
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return mesh;
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}
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private void OnDrawGizmosSelected()
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{
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// 画出边界点和连线,方便编辑
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Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.8f);
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var points = new List<Vector3>();
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for (int i = 0; i < transform.childCount; i++)
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{
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Transform child = transform.GetChild(i);
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if (child.name == GeneratedName) continue;
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points.Add(child.position);
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Gizmos.DrawWireSphere(child.position, 0.3f);
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}
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if (points.Count < 2) return;
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Gizmos.color = new Color(0.2f, 0.6f, 0.9f, 0.4f);
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for (int i = 0; i < points.Count; i++)
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{
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Gizmos.DrawLine(points[i], points[(i + 1) % points.Count]);
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}
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}
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}
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}
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