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ProtoBlock.cs
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ProtoBlock.cs
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using UnityEngine;
namespace BuilderNoid
{
class ProtoBlock : MonoBehaviour
{
MeshRenderer meshRenderer;
MeshFilter meshFilter;
BoxCollider collider;
const float box_extent = 0.75f;
LayerMask Walkable = new LayerMask();
void Start()
{
meshRenderer = gameObject.AddComponent<MeshRenderer>();
meshFilter = gameObject.AddComponent<MeshFilter>();
collider = gameObject.AddComponent<BoxCollider>();
gameObject.layer = 0;
Walkable.value = 425984;
CreateCube();
}
private void CreateCube()
{
Vector3[] vertices = {
new Vector3 (-box_extent, -box_extent, -box_extent),
new Vector3 (box_extent, -box_extent, -box_extent),
new Vector3 (box_extent, box_extent, -box_extent),
new Vector3 (-box_extent, box_extent, -box_extent),
new Vector3 (-box_extent, box_extent, box_extent),
new Vector3 (box_extent, box_extent, box_extent),
new Vector3 (box_extent, -box_extent, box_extent),
new Vector3 (-box_extent, -box_extent, box_extent),
};
int[] triangles = {
0, 2, 1, //face front
0, 3, 2,
2, 3, 4, //face top
2, 4, 5,
1, 2, 5, //face right
1, 5, 6,
0, 7, 4, //face left
0, 4, 3,
5, 4, 7, //face back
5, 7, 6,
0, 6, 7, //face bottom
0, 1, 6
};
Mesh mesh = meshFilter.mesh;
mesh.Clear();
mesh.vertices = vertices;
mesh.triangles = triangles;
mesh.RecalculateBounds();
mesh.RecalculateNormals();
Shader s = Shader.Find("psx/vertexlit");
if (s != null)
{
meshRenderer.material = new Material(s);
var c = Color.red;
c.a = 0.5f;
//meshRenderer.material.SetTexture("_MainTex", BuilderNoid.blockTexture);
}
collider.center = mesh.bounds.center;
collider.size = mesh.bounds.size;
collider.enabled = true;
}
private void Update()
{
if (Physics.CheckBox(meshRenderer.bounds.center, new Vector3(box_extent, box_extent, box_extent), gameObject.transform.rotation, Walkable))
{
meshRenderer.material.color = Color.red;
}
else
{
meshRenderer.material.color = Color.green;
}
}
public bool IsFree() => meshRenderer.material.color == Color.green;
}
}