代码:
using UnityEngine;
using System.Collections;
public class NewBehaviourScript : MonoBehaviour
{
public Transform cube1;
public Transform cube2;
public Transform a1;
public Transform a2;
public Transform a3;
void Start()
{
if (cube1.GetComponent<MeshFilter>().sharedMesh == cube2.GetComponent<MeshFilter>().sharedMesh)
{
Debug.LogError("mesh is the same!");
}
ChangeCube1Mesh();
}
void ChangeCube1Mesh()
{
Mesh mesh = cube1.GetComponent<MeshFilter>().mesh; //这里是mesh
mesh.Clear();
Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);
Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);
Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);
mesh.vertices = new Vector3[] { v1, v2, v3 };
mesh.triangles = new int[] { 0, 1, 2 };
}
}
上面如果改变的是cube1的mesh,则效果只是改变cube1的mesh:
如果改为:
void ChangeCube1Mesh()
{
Mesh mesh = cube1.GetComponent<MeshFilter>().sharedMesh; //这里是sharedMesh
mesh.Clear();
Vector3 v1 = gameObject.transform.InverseTransformPoint(a1.position);
Vector3 v2 = gameObject.transform.InverseTransformPoint(a2.position);
Vector3 v3 = gameObject.transform.InverseTransformPoint(a3.position);
mesh.vertices = new Vector3[] { v1, v2, v3 };
mesh.triangles = new int[] { 0, 1, 2 };
}
可见sharedMesh是公用的,是引用传递。而mesh是值传递,是各自拥有的实例。sharedMesh改变,则所有的使用到此mesh的都改变。