//Custom UI Meshes script by @MinionsArt using UnityEngine; public class UIMeshRenderer : MonoBehaviour { [ExecuteInEditMode] public static Mesh createDoorMesh(string DMname) { DMname=DMname.Split('?')[0]; float[] E = new float[4];//On normal map // E[0] = 0; // if(!_G.UIT){E[0] = DOIT.CSn(Get.LibraryValue(DMname, CsvHeaders.Door_Edge_Top, DataTypes.Door));} // else {E[0] = DOIT.CSn(UIT.Value("Door",DMname,"E_H").Split('_')[1]);} // E[1] = 0; // if(!_G.UIT){E[1] = DOIT.CSn(Get.LibraryValue(DMname, CsvHeaders.Door_Edge_Side, DataTypes.Door));} // else {E[1] = DOIT.CSn(UIT.Value("Door",DMname,"E_V").Split('_')[1]);} // E[2] = 0; // if(!_G.UIT){E[2] = DOIT.CSn(Get.LibraryValue(DMname, CsvHeaders.Door_Edge_Top, DataTypes.Door));} // else {E[2] = DOIT.CSn(UIT.Value("Door",DMname,"E_H").Split('_')[1]);} // E[3] = 0; // if(!_G.UIT){E[3] = DOIT.CSn(Get.LibraryValue(DMname, CsvHeaders.Door_Edge_Side, DataTypes.Door));} // else {E[3] = DOIT.CSn(UIT.Value("Door",DMname,"E_V").Split('_')[1]);} E[0] =2;E[1] =2;E[2] =2;E[3] =2; float[] EB = new float[4];//On cab section to get EB[0] = 2.5f;//DE[0]+0.5f; EB[1] = 2.5f;//DE[1]+0.5f; EB[2] = 2.5f;//DE[2]+0.5f; EB[3] = 2.5f;//DE[3]+0.5f; float Sx = 18;//Sx-0.25f; float Sy = 18;//Sy-0.25f; float Z = 0;///Zoombtn=1 Vector3[] P = new Vector3[16]; P[0] = new Vector3(0 - Sx / 2, 0 + Sy / 2, Z); P[1] = new Vector3(0 - Sx / 2 + E[3], 0 + Sy / 2, Z); P[2] = new Vector3(0 + Sx / 2 - E[1], 0 + Sy / 2, Z); P[3] = new Vector3(0 + Sx / 2, 0 + Sy / 2, Z); P[4] = new Vector3(0 - Sx / 2, 0 + Sy / 2 - E[0], Z); P[5] = new Vector3(0 - Sx / 2 + E[3], 0 + Sy / 2 - E[0], Z); P[6] = new Vector3(0 + Sx / 2 - E[1], 0 + Sy / 2 - E[0], Z); P[7] = new Vector3(0 + Sx / 2, 0 + Sy / 2 - E[0], Z); P[8] = new Vector3(0 - Sx / 2, 0 - Sy / 2 + E[2], Z); P[9] = new Vector3(0 - Sx / 2 + E[3], 0 - Sy / 2 + E[2], Z); P[10] = new Vector3(0 + Sx / 2 - E[1], 0 - Sy / 2 + E[2], Z); P[11] = new Vector3(0 + Sx / 2, 0 - Sy / 2 + E[2], Z); P[12] = new Vector3(0 - Sx / 2, 0 - Sy / 2, Z); P[13] = new Vector3(0 - Sx / 2 + E[3], 0 - Sy / 2, Z); P[14] = new Vector3(0 + Sx / 2 - E[1], 0 - Sy / 2, Z); P[15] = new Vector3(0 + Sx / 2, 0 - Sy / 2, Z); Mesh MESH = SlicedMesh.CreateSlicedMesh(P, EB); return MESH; } }