using System.Collections;
using System.Collections.Generic;
using UnityEngine;
//必须要挂载到有<meshFilter>的物体上
//同一个物体只有一个mesh,绘制不同的mesh要分到不同的物体上
public class DrawPlayerIndicator : MonoBehaviour
{
public float Radius = 0.3f; //外圈的半径
public float Thickness = 0.05f; //厚度,外圈半径减去内圈半径
public float Depth = 1.0f; //厚度
public float NumberOfSides = 60.0f; //由多少个面组成
public float DrawArchDegrees = 360.0f; //要绘画多长
public Material archMaterial = null;
private List<Vector3> vertexList = new List<Vector3>();
private List<int> triangleList = new List<int>();
private List<Vector2> uvList = new List<Vector2>();
// Start is called before the first frame update
void Start()
{
GenerateVertex();
}
void GenerateVertex()
{
//顶点坐标
vertexList.Clear();
float incrementAngle = DrawArchDegrees / NumberOfSides;
//小于等于是因为n+1条线才能组成n个面
for (int i = 0; i <= NumberOfSides; i++)