add games

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2022-11-10 21:56:29 -03:00
commit 35300554e2
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#if UNITY_EDITOR || UNITY_STANDALONE
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using ProBuilder2.Common;
using ProBuilder2.MeshOperations; // Extrude lives here
using System.Linq;
/**
* Do a snake-like thing with a quad and some extrudes.
*/
public class ExtrudeRandomEdges : MonoBehaviour
{
private pb_Object pb;
pb_Face lastExtrudedFace = null;
public float distance = 1f;
/**
* Build a starting point (in this case, a quad)
*/
void Start()
{
pb = pb_ShapeGenerator.PlaneGenerator(1, 1, 0, 0, ProBuilder2.Common.Axis.Up, false);
pb.SetFaceMaterial(pb.faces, pb_Constant.DefaultMaterial);
lastExtrudedFace = pb.faces[0];
}
void OnGUI()
{
if(GUILayout.Button("Extrude Random Edge"))
{
ExtrudeEdge();
}
}
void ExtrudeEdge()
{
pb_Face sourceFace = lastExtrudedFace;
// fetch a random perimeter edge connected to the last face extruded
List<pb_WingedEdge> wings = pb_WingedEdge.GetWingedEdges(pb);
IEnumerable<pb_WingedEdge> sourceWings = wings.Where(x => x.face == sourceFace);
List<pb_Edge> nonManifoldEdges = sourceWings.Where(x => x.opposite == null).Select(y => y.edge.local).ToList();
int rand = (int) Random.Range(0, nonManifoldEdges.Count);
pb_Edge sourceEdge = nonManifoldEdges[rand];
// get the direction this edge should extrude in
Vector3 dir = ((pb.vertices[sourceEdge.x] + pb.vertices[sourceEdge.y]) * .5f) - sourceFace.distinctIndices.Average(x => pb.vertices[x]);
dir.Normalize();
// this will be populated with the extruded edge
pb_Edge[] extrudedEdges;
// perform extrusion
pb.Extrude(new pb_Edge[] { sourceEdge }, 0f, false, true, out extrudedEdges);
// get the last extruded face
lastExtrudedFace = pb.faces.Last();
// not strictly necessary, but makes it easier to handle element selection
pb.SetSelectedEdges( extrudedEdges );
// translate the vertices
pb.TranslateVertices(pb.SelectedTriangles, dir * distance);
// rebuild mesh with new geometry added by extrude
pb.ToMesh();
// rebuild mesh normals, textures, collisions, etc
pb.Refresh();
}
}
#endif

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