# Conflicts: # Assets/Scenes/Test Scenes/Static Ring.unity # Assets/ThirdParty/SpaceSkies Free/Skybox_3/Purple_4K_Resolution.mat # ProjectSettings/Physics2DSettings.assetdevelop
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using System.Collections; | |||
using System.Collections.Generic; | |||
using UnityEngine; | |||
[ExecuteInEditMode] | |||
public class PlanetRing : MonoBehaviour | |||
{ | |||
//manual settings | |||
[Range(3, 360)] | |||
public int segments = 3; | |||
public float innerRadius = 0.7f; | |||
public float thickness = 0.5f; | |||
public Material ringMat; | |||
//cached references | |||
GameObject ring; | |||
Mesh ringMesh; | |||
MeshFilter ringMF; | |||
MeshRenderer ringMR; | |||
void OnEnable() | |||
{ | |||
if (ring == null || ringMesh == null) | |||
{ | |||
SetUpRing(); | |||
} | |||
BuildRingMesh(); | |||
} | |||
void OnValidate() | |||
{ | |||
if (ring == null || ringMesh == null) | |||
{ | |||
SetUpRing(); | |||
} | |||
BuildRingMesh(); | |||
} | |||
void SetUpRing() | |||
{ | |||
//check if ring is null and there are no children | |||
if (ring == null && transform.childCount == 0) | |||
{ | |||
//create ring object | |||
ring = new GameObject(name + " Ring"); | |||
ring.transform.parent = transform; | |||
ring.transform.SetAsFirstSibling(); | |||
ring.transform.localScale = Vector3.one; | |||
ring.transform.localPosition = Vector3.zero; | |||
ring.transform.localRotation = Quaternion.identity; | |||
ringMF = ring.AddComponent<MeshFilter>(); | |||
ringMR = ring.AddComponent<MeshRenderer>(); | |||
ringMR.material = ringMat; | |||
} | |||
else | |||
{ | |||
ring = transform.GetChild(0).gameObject; | |||
ringMF = ring.GetComponent<MeshFilter>(); | |||
ringMR = ring.GetComponent<MeshRenderer>(); | |||
} | |||
ringMesh = new Mesh(); | |||
ringMF.sharedMesh = ringMesh; | |||
} | |||
void BuildRingMesh() | |||
{ | |||
//build ring mesh | |||
Vector3[] vertices = new Vector3[(segments + 1) * 2 * 2]; | |||
int[] triangles = new int[segments * 6 * 2]; | |||
Vector2[] uv = new Vector2[(segments + 1) * 2 * 2]; | |||
int halfway = (segments + 1) * 2; | |||
for (int i = 0; i < segments + 1; i++) | |||
{ | |||
float progress = (float)i / (float)segments; | |||
float angle = Mathf.Deg2Rad * progress * 360; | |||
float x = Mathf.Sin(angle); | |||
float z = Mathf.Cos(angle); | |||
vertices[i * 2] = vertices[i * 2 + halfway] = new Vector3(x, 0f, z) * (innerRadius + thickness); | |||
vertices[i * 2 + 1] = vertices[i * 2 + 1 + halfway] = new Vector3(x, 0f, z) * innerRadius; | |||
uv[i * 2] = uv[i * 2 + halfway] = new Vector2(progress, 0f); | |||
uv[i * 2 + 1] = uv[i * 2 + 1 + halfway] = new Vector2(progress, 1f); | |||
if (i != segments) | |||
{ | |||
triangles[i * 12] = i * 2; | |||
triangles[i * 12 + 1] = triangles[i * 12 + 4] = (i + 1) * 2; | |||
triangles[i * 12 + 2] = triangles[i * 12 + 3] = i * 2 + 1; | |||
triangles[i * 12 + 5] = (i + 1) * 2 + 1; | |||
triangles[i * 12 + 6] = i * 2 + halfway; | |||
triangles[i * 12 + 7] = triangles[i * 12 + 10] = i * 2 + 1 + halfway; | |||
triangles[i * 12 + 8] = triangles[i * 12 + 9] = (i + 1) * 2 + halfway; | |||
triangles[i * 12 + 11] = (i + 1) * 2 + 1 + halfway; | |||
} | |||
} | |||
if (vertices.Length < ringMesh.vertices.Length) | |||
{ | |||
ringMesh.triangles = triangles; | |||
ringMesh.vertices = vertices; | |||
} | |||
else | |||
{ | |||
ringMesh.vertices = vertices; | |||
ringMesh.triangles = triangles; | |||
} | |||
ringMesh.uv = uv; | |||
ringMesh.RecalculateNormals(); | |||
} | |||
} |
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