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- private IEnumerator Generate()
- {
- GetComponent<MeshFilter>().mesh = mesh = new Mesh();
- mesh.name = "Quads";
- int vertsX = QuadsWide + 1;
- int vertsY = QuadsHeight + 1;
- int tri = (QuadsWide * QuadsHeight) *2;
- vertices = new Vector3[(vertsX) * (vertsY)];
- for (int i = 0,y = 0; y < vertsY; y++)
- {
- for (int x = 0; x < vertsX; x++, i++)
- {
- vertices[i] = new Vector3(x, y, 0);
- print(vertices[i]);
- yield return new WaitForSeconds(0.3f);
- }
- }
- mesh.vertices = vertices;
- int[] triangles = new int[tri * 3];
- for (int i = 0, y = 0; y < vertsY; y++)
- {
- for (int x = 0; x < vertsX; x++, i++)
- {
- triangles[i] = 0;
- triangles[i] = 3;
- triangles[i] = 1;
- triangles[i] = 3;
- triangles[i] = 4;
- triangles[i] = 1;
- }
- }
- //triangles[6] = 1;
- //triangles[7] = 4;
- //triangles[8] = 2;
- //triangles[9] = 4;
- //triangles[10] = 5;
- //triangles[11] = 2;
- mesh.triangles = triangles;
- mesh.RecalculateNormals();
- }
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