- 最好是凸边形;
- 给定点按顺时针方向排列;
- 固定一个点,这也保证了凸边形不会有错;
private GameObject CreateMesh(List<Vector2> lists, Transform area, Material mat)
{
int iVertexCount = lists.Count;
int iTrsCount = lists.Count - 2;
//int iTimer = 0;
GameObject meshObj = new GameObject("mesh"