using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class UIFunctionMap : BaseMeshEffect { public Vector3 center; public List vertex = new List(); private UIVertex vt; public Color Color; public override void ModifyMesh(VertexHelper vh) { if (!IsActive() || vh.currentVertCount == 0) { return; } int indexCount = vertex.Count; vh.Clear(); vh.AddVert(center, Color, Vector4.zero); // vh.FillMesh(mesh); for (int i = 0; i < indexCount; i++) { // vt.position = vertex[i]; vh.AddVert(vertex[i], Color, Vector4.zero); } for (int i = 1; i < indexCount; i++) { vh.AddTriangle(0, i, i + 1); } vh.AddTriangle(0, indexCount, 1); } }