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using UnityEngine;
public class GPUInstanced : MonoBehaviour
{
private MeshRenderer mr;
private GPUInstancingManager gpui;
private bool started;
private bool eenabled;
private Mesh mesh;
private Material mat;
private void Start()
{
if (mr == null)
{
mr = GetComponent<MeshRenderer>();
}
if (mr == null)
{
Object.Destroy(this);
return;
}
if (gpui == null)
{
gpui = GPUInstancingManager.Instance;
}
if (gpui == null)
{
Object.Destroy(this);
return;
}
mesh = mr.GetComponent<MeshFilter>().sharedMesh;
mat = mr.sharedMaterial;
if (eenabled)
{
mr.enabled = false;
gpui.AddVirtualMeshRenderer(mesh, mat, base.transform);
}
started = true;
}
private void OnEnable()
{
eenabled = true;
if (started)
{
mr.enabled = false;
gpui.AddVirtualMeshRenderer(mesh, mat, base.transform);
}
}
private void OnDisable()
{
eenabled = false;
if (started)
{
gpui.RemoveVirtualMeshRenderer(mesh, mat, base.transform);
}
}
public void OnMeshOrMaterialUpdate(Mesh newMesh, Material newMat)
{
if (newMesh != mesh || newMat != mat)
{
gpui.UpdateVirtualMeshRenderer(mesh, mat, newMesh, newMat, base.transform);
mesh = newMesh;
mat = newMat;
}
}
private void Update()
{
OnMeshOrMaterialUpdate(mesh, mr.sharedMaterial);
}
}
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