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291
Assets/Cryville/Crtr/Components/SectionalGameObject.cs
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291
Assets/Cryville/Crtr/Components/SectionalGameObject.cs
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using Cryville.Common.Buffers;
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using Cryville.Common.Pdt;
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Cryville.Crtr.Components {
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public abstract class SectionalGameObject : SkinComponent {
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protected bool headGenerated;
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protected Vector3 prevpt;
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protected int vertCount = 0;
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protected MeshWrapper mesh = new MeshWrapper();
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protected override void OnDestroy() {
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mesh.Destroy();
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}
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public override void Init() {
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Reset();
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}
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public void AppendPoint(Vector3 p) {
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AppendPoint(p, Quaternion.identity);
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}
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public void AppendPoint(Vector3 p, Quaternion r) {
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AppendPointInternal(p, r);
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// if (!headGenerated) Logger.Log("main", 0, "Skin/Polysec", "{0}", r);
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headGenerated = true;
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prevpt = p;
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vertCount++;
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}
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protected abstract void AppendPointInternal(Vector3 wp, Quaternion r);
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public abstract void Seal();
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public virtual void Reset() {
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vertCount = 0;
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headGenerated = false;
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}
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}
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public class PolygonSGO : SectionalGameObject {
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static readonly SimpleObjectPool<List<Vector3>> _ptPool = new SimpleObjectPool<List<Vector3>>(1024);
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static readonly SimpleObjectPool<List<float>> _lPool = new SimpleObjectPool<List<float>>(1024);
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static readonly ListPool<int> _indexPool = new ListPool<int>();
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static readonly ListPool<Vector3> _vertPool = new ListPool<Vector3>();
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static readonly ListPool<Vector2> _uvPool = new ListPool<Vector2>();
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static readonly ArrayPool<Vector2> _shapePool = new ArrayPool<Vector2>(0x100, 0x10000);
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public PolygonSGO()
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: base() {
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/*
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SubmitProperty("head", new Property(typeof(string), () => head.frame, v => head.frame = (string)v));
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SubmitProperty("body", new Property(typeof(string), () => body.frame, v => body.frame = (string)v));
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SubmitProperty("tail", new Property(typeof(string), () => tail.frame, v => tail.frame = (string)v));
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SubmitProperty("transparent", new Property(typeof(bool), () => transparent, v => transparent = (bool)v));
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SubmitProperty("shape", new Property(typeof(Vector2[]), () => _shape, v => _shape = (Vector2[])v));
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*/
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SubmitProperty("head", new PropOp.String(v => head.FrameName = v));
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SubmitProperty("body", new PropOp.String(v => body.FrameName = v));
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SubmitProperty("tail", new PropOp.String(v => tail.FrameName = v));
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SubmitProperty("transparent", new PropOp.Boolean(v => transparent = v));
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SubmitProperty("shape", new op_set_shape(this));
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}
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#pragma warning disable IDE1006
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public class op_set_shape : PdtOperator {
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readonly PolygonSGO _self;
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public op_set_shape(PolygonSGO self) : base(1) {
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_self = self;
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}
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protected unsafe override void Execute() {
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var o = GetOperand(0);
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if (o.Type != PdtInternalType.Vector) throw new ArgumentException("Not a vector");
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_self._shapeLength = (o.Length - sizeof(int)) / sizeof(Vector2);
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var ptr = (Vector2*)o.TrustedAsOfLength(sizeof(Vector2));
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if (_self._shape != null) _shapePool.Return(_self._shape);
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_self._shape = _shapePool.Rent(_self._shapeLength);
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for (int i = 0; i < _self._shapeLength; i++) {
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_self._shape[i] = ptr[i];
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}
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}
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}
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#pragma warning restore IDE1006
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int _shapeLength = 0;
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Vector2[] _shape = null;
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float GetWidth() {
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float r = 0;
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for (int i = 1; i < _shapeLength; i++) {
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r += (_shape[i] - _shape[i-1]).magnitude;
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}
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return r;
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}
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public SpriteInfo head = new SpriteInfo();
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public SpriteInfo body = new SpriteInfo();
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public SpriteInfo tail = new SpriteInfo();
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public bool transparent;
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List<Vector3> vertices;
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List<float> lengths;
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float sumLength = 0;
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public override void Init() {
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base.Init();
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head.Load();
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body.Load();
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tail.Load();
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mesh.Init(transform, transparent);
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List<Material> materials = new List<Material>();
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if (head.FrameName != null) AddMat(materials, head.FrameName);
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if (body.FrameName != null) AddMat(materials, body.FrameName);
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if (tail.FrameName != null) AddMat(materials, tail.FrameName);
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mesh.Renderer.materials = materials.ToArray();
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}
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void AddMat(List<Material> list, string frame) {
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var mat = mesh.NewMaterial;
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mat.mainTexture = ChartPlayer.frames[frame].Texture;
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list.Add(mat);
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}
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protected override void OnDestroy() {
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base.OnDestroy();
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Reset();
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foreach (var m in mesh.Renderer.materials) Material.Destroy(m);
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if (_shape != null) _shapePool.Return(_shape);
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if (vertices != null) {
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_ptPool.Return(vertices);
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_lPool.Return(lengths);
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}
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}
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// Vector3 prevp = Vector3.zero;
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protected override void AppendPointInternal(Vector3 p, Quaternion r) {
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if (vertices == null) {
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vertices = _ptPool.Rent();
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lengths = _lPool.Rent();
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}
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/*
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r = new Vector3(0, 0, 0);
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Quaternion rotq = Quaternion.Euler(r);
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p = prevp + rotq * (p - prevpt);
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prevp = p;*/
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for (int i = 0; i < _shapeLength; i++) {
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Vector2 sp = r * _shape[i];
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vertices.Add(p + (Vector3)sp);
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// uv.Add(new Vector2(i / (shape.Length - 1), vertCount));
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}
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if (headGenerated) {
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float len = (p - prevpt).magnitude;
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lengths.Add(len);
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sumLength += len;
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}
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}
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List<Vector3> verts;
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List<Vector2> uvs;
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List<int> trih = null, trib = null, trit = null;
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public override void Seal() {
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if (vertCount <= 1 || sumLength == 0) return;
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int vcpsec = _shapeLength; // Vertex Count Per Section
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float width = GetWidth();
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float headLength = 0;
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if (head.FrameName != null) headLength = width / head.Ratio;
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float tailLength = 0;
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if (tail.FrameName != null) tailLength = width / tail.Ratio;
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float endLength = headLength + tailLength;
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if (sumLength <= endLength) {
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// The total length of the two ends is longer than the whole mesh, squeeze the two ends
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float ratio = sumLength / endLength;
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headLength *= ratio;
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tailLength *= ratio;
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}
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// Find the vertex counts needed for the three parts from the head
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float l0 = 0;
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int hvc = 0;
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for (; l0 < headLength && hvc < lengths.Count; hvc++)
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l0 += lengths[hvc];
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int bvc = 0;
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for (; l0 < sumLength - tailLength && hvc + bvc < lengths.Count; bvc++)
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l0 += lengths[hvc + bvc];
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int tvc = lengths.Count - hvc - bvc + 1;
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if (hvc > 0) {
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hvc++;
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bvc++;
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}
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bvc++;
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int vc = hvc + bvc + tvc;
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verts = _vertPool.Rent(vc * vcpsec);
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uvs = _uvPool.Rent(vc * vcpsec);
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int i = 0; int t = 0; float l = 0; int m = 0;
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if (head.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trih, head, ref i, ref t, ref l, 0, headLength, vcpsec, hvc); }
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if (body.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trib, body, ref i, ref t, ref l, headLength, sumLength - tailLength, vcpsec, hvc + bvc); }
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if (tail.FrameName != null) { m++; GenerateMeshTo(verts, uvs, out trit, tail, ref i, ref t, ref l, sumLength - tailLength, sumLength, vcpsec, vc); }
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mesh.Mesh.subMeshCount = m;
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m = 0;
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mesh.Mesh.SetVertices(verts);
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mesh.Mesh.SetUVs(0, uvs);
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if (head.FrameName != null) mesh.Mesh.SetTriangles(trih, m++);
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if (body.FrameName != null) mesh.Mesh.SetTriangles(trib, m++);
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if (tail.FrameName != null) mesh.Mesh.SetTriangles(trit, m++);
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mesh.Mesh.RecalculateNormals();
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_vertPool.Return(verts); verts = null;
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_uvPool.Return(uvs); uvs = null;
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if (trih != null) { _indexPool.Return(trih); trih = null; }
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if (trib != null) { _indexPool.Return(trib); trib = null; }
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if (trit != null) { _indexPool.Return(trit); trit = null; }
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}
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void GenerateMeshTo(List<Vector3> verts, List<Vector2> uvs, out List<int> tris, SpriteInfo info, ref int i, ref int t, ref float l, float startl, float endl, int vcpsec, int vend) {
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if (i >= lengths.Count) {
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tris = _indexPool.Rent(0);
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return;
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}
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int t0 = t;
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var frame = info.Frame;
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if (startl != 0) {
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float pl2 = l - lengths[i - 1];
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float fr2 = (startl - pl2) / (l - pl2);
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for (int j = 0; j < vcpsec; j++, t++) {
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verts[t] =
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vertices[vcpsec*(i-1)+j] * (1-fr2)
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+ vertices[vcpsec*i+j] * fr2;
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var u = j / (vcpsec - 1);
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if (frame != null) uvs[t] = frame.GetUV(u, 0);
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}
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}
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for (; t / vcpsec < vend - 1; i++) {
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var v = (l - startl) / (endl - startl);
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for (int j = 0; j < vcpsec; j++, t++) {
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verts[t] = vertices[vcpsec*i+j];
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var u = j / (vcpsec - 1);
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if (frame != null) uvs[t] = frame.GetUV(u, v);
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}
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l += lengths[i];
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}
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float pl = l - lengths[i - 1];
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float fr = (endl - pl) / (l - pl);
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for (int j = 0; j < vcpsec; j++, t++) {
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verts[t] =
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vertices[vcpsec*(i-1)+j] * (1-fr)
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+ vertices[vcpsec*i+j] * fr;
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var u = j / (vcpsec - 1);
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if (frame != null) uvs[t] = frame.GetUV(u, 1);
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}
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tris = _indexPool.Rent((vend - t0 / vcpsec - 1) * (vcpsec - 1) * 6);
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int i3 = 0;
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for (int i1 = t0 + vcpsec + 1; i1 < t; i1++) {
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if (i1 % vcpsec == 0) continue;
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int i2 = i1 - vcpsec;
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tris[i3++] = i1 - 1;
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tris[i3++] = i2;
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tris[i3++] = i2 - 1;
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tris[i3++] = i1 - 1;
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tris[i3++] = i1;
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tris[i3++] = i2;
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}
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}
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public override void Reset() {
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base.Reset();
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if (mesh.Initialized) mesh.Mesh.Clear();
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if (vertices != null) {
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vertices.Clear();
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lengths.Clear();
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}
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sumLength = 0;
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}
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}
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}
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