Beispiel #1
0
    void OnEnable()
    {
        ChaoticSystem chaotic = (ChaoticSystem)target;

        eqns     = ChaosEqnFactory.GetEquations();
        eqnNames = new string[eqns.Count];
        int index = 0;

        foreach (ChaosEqn eqn in eqns)
        {
            eqnNames[index] = eqn.GetName();
            index++;
        }
    }
Beispiel #2
0
    // Use this for initialization
    void Start()
    {
        int count         = ChaosEqnFactory.GetEquations().Count;
        int gridSize      = Mathf.CeilToInt(Mathf.Sqrt((float)count));
        int row           = 0;
        int col           = 0;
        int materialCount = 0;

        // set position in grid
        if (materials.Length == 0)
        {
            Debug.Log("Need to specify materials");
        }
        Vector3 origin = new Vector3(-gridSpacing * gridSize / 2, gridSpacing * gridSize / 2, 0f);

        for (int i = 0; i < count; i++)
        {
            Vector3 p = transform.position + origin;
            p.x += gridSpacing * row;
            p.y -= gridSpacing * col;

            GameObject chaosSystem = Instantiate <GameObject>(chaosPrefab, p, Quaternion.identity);
            chaosSystem.transform.parent = transform;
            ChaoticMotion cm = chaosSystem.GetComponentInChildren <ChaoticMotion>();
            cm.selectedEqn = i;
            cm.timeZoom    = cm.GetEquation().GetSlideshowSpeed();
            cm.Init();
            // Use the specified materials to color the attractor trails differently
            foreach (LineRenderer lr in cm.GetComponentsInChildren <LineRenderer>())
            {
                lr.sharedMaterial = materials[materialCount];
            }
            Text t = chaosSystem.GetComponentInChildren <Text>();
            t.text = cm.GetEquation().GetName();
            // advance to next grid slot
            row++;
            if (row >= gridSize)
            {
                row = 0;
                col++;
            }
            materialCount++;
            if (materialCount >= materials.Length)
            {
                materialCount = 0;
            }
            Debug.Log("mc= " + materialCount);
        }
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        nextSlideTime = Time.time + timer;
        eqns          = ChaosEqnFactory.GetEquations();
        maxSlide      = eqns.Count;
        eqnNames      = new string[maxSlide];
        int index = 0;

        foreach (ChaosEqn eqn in eqns)
        {
            eqnNames[index] = eqn.GetName();
            index++;
        }
        chaoticParticles             = GetComponent <ChaoticParticles>();
        chaoticParticles.selectedEqn = currentSlide;
        slideLabel.text           = eqnNames[currentSlide];
        chaoticParticles.timeZoom = eqns[currentSlide].GetSlideshowSpeed() * speedTrim;
        chaoticParticles.Init();
        particleSys = GetComponent <ParticleSystem>();

        initialRotation = transform.rotation;
    }
Beispiel #4
0
    // Use this for initialization
    void Start()
    {
        nextSlideTime = Time.time + timer;
        eqns          = ChaosEqnFactory.GetEquations();
        maxSlide      = eqns.Count;
        eqnNames      = new string[maxSlide];
        int index = 0;

        foreach (ChaosEqn eqn in eqns)
        {
            eqnNames[index] = eqn.GetName();
            index++;
        }
        chaoticMotion             = GetComponent <ChaoticMotion>();
        chaoticMotion.selectedEqn = currentSlide;
        chaoticMotion.timeZoom    = eqns[currentSlide].GetSlideshowSpeed();
        slideLabel.text           = eqnNames[currentSlide];
        chaoticMotion.Init();
        // get trail (if present)
        chaosTrail = GetComponentInChildren <ChaosTrail>();

        initialRotation = transform.rotation;
    }