public Mesh GetMesh()
{
if(meshDirty || generatedMesh == null) {
meshDirty = false;
return generatedMesh = TriangulateMesh();
}
else return generatedMesh;
}
public void UpdateMeshDisplay() { MeshCreator meshCreator = new MeshCreator(shapes); Mesh mesh = meshCreator.GetMesh(); if (mesh != null && pcollider != null) { pcollider.pathCount = shapes.Count; for (int i = 0; i < shapes.Count; i++) { Vector2[] points = shapes[i].points.Select(x => x.ToXY()).ToArray(); pcollider.SetPath(i, points); } } meshFilter.mesh = mesh; }