using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
public class Round : MonoBehaviour
{
public MeshFilter meshFilter;
public MeshRenderer meshRenderer;
public Texture texture;
public int num;//角的数量
public float r = 10;//半径
void Start()
{
meshFilter = gameObject.AddComponent<MeshFilter>();
meshRenderer = gameObject.AddComponent<MeshRenderer>();
Mesh mesh = new Mesh();
VertexHelper vh = new VertexHelper();
//添加圆心
vh.AddVert(Vector3.up,Color.white,new Vector2(0.5f,0.5f));
//计算弧度
float ang = (2 * Mathf.PI) / num;
for (int i = 0; i < num; i++)
{
float x = Mathf.Sin(i*ang)*r;
float z = Mathf.Cos(i*ang)*r;
float uvx = (x + r) / (2 * r);
float uvy = (z + r) / (2 * r);
//圆的中心点
vh.AddVert(new Vector3(x,1,z), Color.white, new Vector2(uvx, uvy));
//添加绘制
if (i==0)
{
vh.AddTriangle(0,num,1);
}
else
{
vh.AddTriangle(0, i, i+1);
}
}
vh.FillMesh(mesh);
mesh.RecalculateNormals();
meshFilter.mesh = mesh;
Material material = new Material(Shader.Find("Standard"));
material.mainTexture = texture;
meshRenderer.material = material;
gameObject.transform.eulerAngles = new Vector3(-90,0,0);
}
// Update is called once per frame
void Update()
{
}
}