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using Microsoft.Win32;
using System.Linq;
using UnityEngine;
public class RectangleGenerator : ShapeGenerator
{
#region InspectorVariables
[Header("Rectangle values")]
[SerializeField] protected float _ab = 1f;
[SerializeField] protected float _bc = 1f;
public float ab
{
get { return _ab; }
set
{
_ab = value;
GenerateShapeForAll();
}
}
public float bc
{
get { return _bc; }
set
{
_bc = value;
GenerateShapeForAll();
}
}
#endregion InspectorVariables
#region Implementation
public static (Vector3[], int[]) CreateRectangle(float ab, float bc, Vector3 offset, bool invert = false)
{
Vector3[] edge = GetRectanglePoints(ab, bc);
Vector3[] vertices = new Vector3[] { offset }
.AppendRange(edge)
.Append(edge[0])
.ToArray();
return CreatePlane(vertices, invert);
}
public static (Vector3[], int[]) CreateRectangle(float ab, float bc, bool invert = false)
{
return CreateRectangle(ab, bc, Vector3.zero, invert);
}
protected override (Vector3[] vertices, int[] triangles) GenerateTopology()
=> CreateRectangle(ab, bc);
#endregion Implementation
}