ui基本完毕,修了一大把的bug
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using UnityEngine;
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using UnityEngine.Events;
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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[RequireComponent(typeof(Rigidbody))]
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public class Slice : MonoBehaviour
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{
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public SliceOptions sliceOptions;
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public CallbackOptions callbackOptions;
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/// <summary>
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/// The number of times this fragment has been re-sliced.
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/// </summary>
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private int currentSliceCount;
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/// <summary>
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/// Collector object that stores the produced fragments
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/// </summary>
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private GameObject fragmentRoot;
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/// <summary>
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/// Slices the attached mesh along the cut plane
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/// </summary>
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/// <param name="sliceNormalWorld">The cut plane normal vector in world coordinates.</param>
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/// <param name="sliceOriginWorld">The cut plane origin in world coordinates.</param>
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public void ComputeSlice(Vector3 sliceNormalWorld, Vector3 sliceOriginWorld)
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{
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var mesh = this.GetComponent<MeshFilter>().sharedMesh;
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if (mesh != null)
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{
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// If the fragment root object has not yet been created, create it now
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if (this.fragmentRoot == null)
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{
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// Create a game object to contain the fragments
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this.fragmentRoot = new GameObject($"{this.name}Slices");
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this.fragmentRoot.transform.SetParent(this.transform.parent);
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// Each fragment will handle its own scale
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this.fragmentRoot.transform.position = this.transform.position;
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this.fragmentRoot.transform.rotation = this.transform.rotation;
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this.fragmentRoot.transform.localScale = Vector3.one;
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}
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var sliceTemplate = CreateSliceTemplate();
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var sliceNormalLocal = this.transform.InverseTransformDirection(sliceNormalWorld);
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var sliceOriginLocal = this.transform.InverseTransformPoint(sliceOriginWorld);
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Fragmenter.Slice(this.gameObject,
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sliceNormalLocal,
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sliceOriginLocal,
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this.sliceOptions,
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sliceTemplate,
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this.fragmentRoot.transform);
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// Done with template, destroy it
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GameObject.Destroy(sliceTemplate);
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// Deactivate the original object
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this.gameObject.SetActive(false);
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// Fire the completion callback
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if (callbackOptions.onCompleted != null)
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{
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callbackOptions.onCompleted.Invoke();
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}
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}
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}
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/// <summary>
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/// Creates a template object which each fragment will derive from
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/// </summary>
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/// <returns></returns>
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private GameObject CreateSliceTemplate()
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{
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// If pre-fracturing, make the fragments children of this object so they can easily be unfrozen later.
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// Otherwise, parent to this object's parent
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GameObject obj = new GameObject();
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obj.name = "Slice";
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obj.tag = this.tag;
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// Update mesh to the new sliced mesh
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obj.AddComponent<MeshFilter>();
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// Add materials. Normal material goes in slot 1, cut material in slot 2
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var meshRenderer = obj.AddComponent<MeshRenderer>();
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meshRenderer.sharedMaterials = new Material[2] {
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this.GetComponent<MeshRenderer>().sharedMaterial,
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this.sliceOptions.insideMaterial
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};
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// Copy collider properties to fragment
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var thisCollider = this.GetComponent<Collider>();
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var fragmentCollider = obj.AddComponent<MeshCollider>();
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fragmentCollider.convex = true;
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fragmentCollider.sharedMaterial = thisCollider.sharedMaterial;
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fragmentCollider.isTrigger = thisCollider.isTrigger;
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// Copy rigid body properties to fragment
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var thisRigidBody = this.GetComponent<Rigidbody>();
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var fragmentRigidBody = obj.AddComponent<Rigidbody>();
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fragmentRigidBody.linearVelocity = thisRigidBody.linearVelocity;
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fragmentRigidBody.angularVelocity = thisRigidBody.angularVelocity;
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fragmentRigidBody.linearDamping = thisRigidBody.linearDamping;
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fragmentRigidBody.angularDamping = thisRigidBody.angularDamping;
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fragmentRigidBody.useGravity = thisRigidBody.useGravity;
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// If refracturing is enabled, create a copy of this component and add it to the template fragment object
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if (this.sliceOptions.enableReslicing &&
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(this.currentSliceCount < this.sliceOptions.maxResliceCount))
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{
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CopySliceComponent(obj);
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}
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return obj;
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}
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/// <summary>
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/// Convenience method for copying this component to another component
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/// </summary>
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/// <param name="obj">The GameObject to copy this component to</param>
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private void CopySliceComponent(GameObject obj)
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{
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var sliceComponent = obj.AddComponent<Slice>();
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sliceComponent.sliceOptions = this.sliceOptions;
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sliceComponent.callbackOptions = this.callbackOptions;
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sliceComponent.currentSliceCount = this.currentSliceCount + 1;
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sliceComponent.fragmentRoot = this.fragmentRoot;
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}
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}
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