# 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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