using System.Collections.Generic;
using UnityEngine;
public class TestScript : MonoBehaviour {
// Use this for initialization
void Start () {
GameObject obj = new GameObject("cube");
MeshFilter mf = obj.AddComponent();
MeshRenderer mr = obj.AddComponent();
mr.sharedMaterial = Resources.Load("Mat1");
Vector3[] ptsArr1 = new Vector3[5];
ptsArr1[0].Set(0.0f, 0.0f, 0.0f);
ptsArr1[1].Set(0.0f, 1.0f, 0.0f);
ptsArr1[2].Set(3.0f, 1.0f, 0.0f);
ptsArr1[3].Set(3.0f, 0.0f, 0.0f);
ptsArr1[4].Set(0.0f, 0.0f, 0.0f);
Vector3[] ptsArr2 = new Vector3[6];
ptsArr2[0].Set(4.0f, 0.0f, 0.0f);
ptsArr2[1].Set(4.0f, 2.0f, 0.0f);
ptsArr2[2].Set(6.0f, 2.0f, 0.0f);
ptsArr2[3].Set(10.0f, -1.0f, 0.0f);
ptsArr2[4].Set(8.0f, -0.5f, 0.0f);
ptsArr2[5].Set(4.0f, 0.0f, 0.0f);
List indices1 = new List();
CalIndices(ptsArr1, 0, indices1);
Debug.Log(indices1);
List indices2 = new List();
CalIndices(ptsArr2, ptsArr1.Length, indices2);
Debug.Log(indices2);
List indicesTotal = new List();
indicesTotal.AddRange(indices1);
indicesTotal.AddRange(indices2);
List ptsTotal = new List();
ptsTotal.AddRange(ptsArr1);
ptsTotal.AddRange(ptsArr2);
mf.mesh.vertices = ptsTotal.ToArray();
mf.mesh.SetIndices(indicesTotal.ToArray(), MeshTopology.Lines, 0);
}
void CalIndices(Vector3[] ptsArr, int startIndex, List indiceArr)
{
//int[] indiceArr1 = new int[2 * ptsArr.Length];
int k = 0;
for (int i = startIndex; i < startIndex + ptsArr.Length - 1; i++)
{
indiceArr.Add(i);
indiceArr.Add(i+1);
}
indiceArr.Add(startIndex + ptsArr.Length - 1);
indiceArr.Add(startIndex);
}
}