유니티 셋팅
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube1pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube1pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube2pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube2pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube3pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube3pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube4pf.prefab
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Assets/MeshBaker/Examples/SceneDynamicAddDelete/Cube4pf.prefab
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uploadId: 797180
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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namespace DigitalOpus.MB.Examples
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{
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public class MB_DynamicAddDeleteExample : MonoBehaviour
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{
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public GameObject prefab;
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List<GameObject> objsInCombined = new List<GameObject>();
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MB3_MultiMeshBaker mbd;
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GameObject[] objs;
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float GaussianValue()
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{
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float x1, x2, w, y1;
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do
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{
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x1 = 2.0f * Random.Range(0f, 1f) - 1.0f;
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x2 = 2.0f * Random.Range(0f, 1f) - 1.0f;
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w = x1 * x1 + x2 * x2;
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} while (w >= 1.0f);
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w = Mathf.Sqrt((-2.0f * Mathf.Log(w)) / w);
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y1 = x1 * w;
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return y1;
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}
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void Start()
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{
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mbd = GetComponentInChildren<MB3_MultiMeshBaker>();
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// instantiate game objects
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int dim = 10;
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GameObject[] gos = new GameObject[dim * dim];
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for (int i = 0; i < dim; i++)
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{
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for (int j = 0; j < dim; j++)
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{
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GameObject go = (GameObject)Instantiate(prefab);
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gos[i * dim + j] = go.GetComponentInChildren<MeshRenderer>().gameObject;
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float randx = Random.Range(-4f, 4f);
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float randz = Random.Range(-4f, 4f);
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go.transform.position = (new Vector3(3f * i + randx, 0, 3f * j + randz));
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float randrot = Random.Range(0, 360);
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go.transform.rotation = Quaternion.Euler(0, randrot, 0);
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Vector3 randscale = Vector3.one + Vector3.one * GaussianValue() * .15f;
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go.transform.localScale = randscale;
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//put every third object in a list so we can add and delete it later
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if ((i * dim + j) % 3 == 0)
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{
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objsInCombined.Add(gos[i * dim + j]);
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}
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}
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}
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//add objects to combined mesh
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mbd.ClearMesh();
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if (mbd.AddDeleteGameObjects(gos, null, true))
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{
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mbd.Apply();
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}
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objs = objsInCombined.ToArray();
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//start routine which will periodically add and delete objects
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StartCoroutine(largeNumber());
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}
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IEnumerator largeNumber()
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{
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while (true)
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{
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yield return new WaitForSeconds(1.5f);
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//Delete every third object
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if (mbd.AddDeleteGameObjects(null, objs, true))
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{
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mbd.Apply();
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}
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yield return new WaitForSeconds(1.5f);
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//Add objects back
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if (mbd.AddDeleteGameObjects(objs, null, true))
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{
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mbd.Apply();
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}
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}
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}
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void OnGUI()
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{
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GUILayout.Label("Dynamically instantiates game objects. \nRepeatedly adds and removes some of them\n from the combined mesh.");
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}
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}
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}
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