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Diffstat (limited to 'Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs')
-rw-r--r--Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs80
1 files changed, 0 insertions, 80 deletions
diff --git a/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs b/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs
deleted file mode 100644
index 5baba56..0000000
--- a/Pathfinding Visualizer/Assets/Scripts/MeshTesting.cs
+++ /dev/null
@@ -1,80 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-public class MeshTesting : MonoBehaviour
-{
-
- Material m_Material;
-
- void Start()
- {
- m_Material = GetComponent<Renderer>().material;
-
- Debug.Log("Mesh Testing");
-
- Mesh mesh = new Mesh();
-
-
- // Build required data-structures for triangle mesh
- Vector3[] vertices = new Vector3[4];
- Vector2[] uv = new Vector2[4];
- int[] triangles = new int[6];
-
- // Set vertices of polygon (2 triangles -> 1 quad)
- vertices[0] = new Vector3( 0, 0);
- vertices[1] = new Vector3( 0, 10);
- vertices[2] = new Vector3(10, 10);
- vertices[3] = new Vector3(10, 0);
-
-
-
- // UV index contains texture position that should match to vertex with same index
- uv[0] = new Vector2(0, 0);
- uv[1] = new Vector2(0, 1);
- uv[2] = new Vector2(1, 1);
- uv[3] = new Vector2(1, 0);
-
-
- // Set order of indexes of vertices to draw polygon (v1 -> v2 -> v3 -> v1)
- // Note: always set clockwise, otherwise mesh will be facing backwards
- triangles[0] = 0;
- triangles[1] = 1;
- triangles[2] = 2;
-
- triangles[3] = 0;
- triangles[4] = 2;
- triangles[5] = 3;
-
- mesh.vertices = vertices;
- mesh.uv = uv;
- mesh.triangles = triangles;
-
- GetComponent<MeshFilter>().mesh = mesh;
-
- }
-
- private void Update()
- {
- if(Input.GetKeyDown("1"))
- {
- Debug.Log("1");
- m_Material.color = Color.white;
- //m_Material.SetColor("_Color", Color.white);
- }
-
- if (Input.GetKeyDown("2"))
- {
- Debug.Log("2");
- m_Material.color = Color.black;
- //m_Material.SetColor("_Color", Color.white);
- }
-
- if (Input.GetKeyDown("3"))
- {
- Debug.Log("3");
- m_Material.color = Color.green;
- //m_Material.SetColor("_Color", Color.white);
- }
- }
-}