uvs.Add(new Vector2(0, 0)); // нижний левый
uvs.Add(new Vector2(0, 1)); // верхний левый
uvs.Add(new Vector2(1, 0)); // нижний правый
uvs.Add(new Vector2(1, 1)); // верхний правый
uvs.Add(new Vector2(0, 0)); // нижний левый
uvs.Add(new Vector2(0, 0.5)); // верхний левый
uvs.Add(new Vector2(0.5, 0)); // нижний правый
uvs.Add(new Vector2(0.5, 0.5)); // верхний правый
uvs.Add(new Vector2(0.5, 0.5)); // нижний левый
uvs.Add(new Vector2(0.5, 1)); // верхний левый
uvs.Add(new Vector2(1, 0.5)); // нижний правый
uvs.Add(new Vector2(1, 1)); // верхний правый
if (_сhunks(this.x,this.y,this.z+1)==BlockType.empty) GenerateFrontSide();
private void GroundCheker()
{
Vector3 chechSpherePos = new Vector3(transform.position.x, transform.position.y + _sphereOffSet, transform.position.z);
_isGround = Physics.CheckSphere(chechSpherePos, _sphereCheckRad, _groundMask);
}
//private void OnDrawGizmos() //visDebug
//{
// Gizmos.color = Color.red;
// Gizmos.DrawSphere(transform.position + Vector3.up * _sphereOffSet, _sphereCheckRad);
//}
using Unity.Netcode;
using UnityEngine;
public class Owner : NetworkBehaviour
{
[SerializeField]MeshRenderer _mR;
private void Start()
{
if (IsOwner) HideModel();
}
void HideModel()
{
_mR = GetComponent<MeshRenderer>();
_mR.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
}
}
thisv3 = Normalize(thisv3);
Vector3 Normalize(Vector3 v3)
{
return v3.normalized;
}
[SerializeField]Vector3 _normalized;
[SerializeField]Vector3 _normal;
[SerializeField]Vector3 _newVector1;
[SerializeField] Vector3 _newVector2;
private void Update()
{
_normalized.Set(Input.GetAxis("Vertical"), 0, Input.GetAxis("Horizontal"));
_normal.Set(Input.GetAxis("Vertical"), 0, Input.GetAxis("Horizontal"));
_newVector1 = _normalized.normalized;
_normal.Normalize();
_newVector2 = _normal;
}