ui基本完毕,修了一大把的bug
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using System;
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using UnityEngine;
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[Serializable]
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/// <summary>
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/// Options for fracturing a mesh
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/// </summary>
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public class FractureOptions
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{
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[Range(1, 1024)]
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[Tooltip("Maximum number of times an object and its children are recursively fractured. Larger fragment counts will result in longer computation times.")]
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public int fragmentCount;
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[Tooltip("Enables fracturing in the local X plane")]
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public bool xAxis;
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[Tooltip("Enables fracturing in the local Y plane")]
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public bool yAxis;
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[Tooltip("Enables fracturing in the local Z plane")]
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public bool zAxis;
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[Tooltip("Enables detection of \"floating\" fragments when fracturing non-convex meshes. This setting has no effect for convex meshes and should be disabled.")]
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public bool detectFloatingFragments;
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[Tooltip("Fracturing is performed asynchronously on the main thread.")]
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public bool asynchronous;
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[Tooltip("The material to use for the inside faces")]
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public Material insideMaterial;
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[Tooltip("Scale factor to apply to texture coordinates")]
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public Vector2 textureScale;
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[Tooltip("Offset to apply to texture coordinates")]
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public Vector2 textureOffset;
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public FractureOptions()
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{
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this.fragmentCount = 10;
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this.xAxis = true;
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this.yAxis = true;
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this.zAxis = true;
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this.detectFloatingFragments = false;
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this.asynchronous = false;
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this.insideMaterial = null;
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this.textureScale = Vector2.one;
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this.textureOffset = Vector2.zero;
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}
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}
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