Beispiel #1
0
        private void Start()
        {
            // Add sibling components
            _laserRaycaster   = gameObject.AddComponent <LaserRaycaster>();
            _laserBoxCollider = gameObject.AddComponent <LaserBoxCollider>();

            // Get required components from parent
            _colorTextureMapping = transform.GetComponentInParent <ColorTextureMapping>();
            _gameObjectColor     = transform.GetComponentInParent <GameObjectColor>();

            Debug.AssertFormat(_colorTextureMapping, "Lasers must have a ColorTextureMapping in their parent" +
                               "so they can paint themselves the correct color.");

            Debug.AssertFormat(_gameObjectColor, "Lasers must have a GameObjectColor in their parent" +
                               "so they can paint themselves the correct color.");

            // Setup LineRenderer
            _lineRenderer            = gameObject.AddComponent <LineRenderer>();
            _lineRenderer.material   = _colorTextureMapping.GetTexture(_gameObjectColor.Value);
            _lineRenderer.startWidth = 0.1f;
            _lineRenderer.endWidth   = 0.1f;

            // Setup Color Information
            _lineRenderer.shadowCastingMode = ShadowCastingMode.On;
            _laserPseudoIndefiniteEnd       = transform.position + (transform.forward * MaxDistance);
            _lineRenderer.SetPosition(0, transform.position);
            _lineRenderer.SetPosition(1, _laserPseudoIndefiniteEnd);
        }
 private void Start()
 {
     _gameObjectColor              = GetComponent <GameObjectColor>();
     _skinnedMeshRenderer          = GetComponent <SkinnedMeshRenderer>();
     _colorTextureMapping          = GetComponent <ColorTextureMapping>();
     _skinnedMeshRenderer.material = _colorTextureMapping.GetTexture(_gameObjectColor.Value);
 }
 private void Start()
 {
     _boxCollider           = gameObject.AddComponent <BoxCollider>();
     _boxCollider.center    = Center;
     _boxCollider.size      = Size;
     _boxCollider.isTrigger = IsTrigger;
     _gameObjectColor       = GetComponentInParent <GameObjectColor>();
 }
Beispiel #4
0
    private GameObjectColor _CombineColors(GameObjectColor color1, GameObjectColor color2)
    {
        GameObjectColor product = color1;

        if (color1 == GameObjectColor.RED)
        {
            switch (color2)
            {
            case GameObjectColor.BLUE:
                product = GameObjectColor.PURPLE;
                break;

            case GameObjectColor.YELLOW:
                product = GameObjectColor.ORANGE;
                break;

            default:
                break;
            }
        }
        else if (color1 == GameObjectColor.YELLOW)
        {
            switch (color2)
            {
            case GameObjectColor.BLUE:
                product = GameObjectColor.GREEN;
                break;

            case GameObjectColor.RED:
                product = GameObjectColor.ORANGE;
                break;

            default:
                break;
            }
        }
        else if (color1 == GameObjectColor.BLUE)
        {
            switch (color2)
            {
            case GameObjectColor.YELLOW:
                product = GameObjectColor.GREEN;
                break;

            case GameObjectColor.RED:
                product = GameObjectColor.PURPLE;
                break;

            default:
                break;
            }
        }

        return(product);
    }
Beispiel #5
0
        private void Start()
        {
            _gameObjectColor = gameObject.GetComponentInParent <GameObjectColor>();
            var meshCollider = gameObject.AddComponent <MeshCollider>();

            meshCollider.convex      = true;
            meshCollider.inflateMesh = true;
            meshCollider.skinWidth   = float.Epsilon;
            var rbody = gameObject.AddComponent <Rigidbody>();

            rbody.isKinematic = true;
            rbody.useGravity  = false;
        }
        private void Start()
        {
            _gameObjectColor = GetComponent <GameObjectColor>();
            Debug.AssertFormat(_gameObjectColor != null, "AutoMeshRepainter could not find a GameObjectColor attached" +
                               " to this object");
            _meshRenderer = GetComponent <MeshRenderer>();
            Debug.AssertFormat(_meshRenderer != null,
                               "AutoMeshRepainter could not find a MeshRenderer attached to this object");

            _colorTextureMapping = GetComponent <ColorTextureMapping>();
            Debug.AssertFormat(_colorTextureMapping != null,
                               "AutoMeshRepainter could not find a MeshRenderer attached to this object");

            _meshRenderer.material = _colorTextureMapping.GetTexture(_gameObjectColor.Value);
        }
Beispiel #7
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    public void Initialize(Vector3 initialPosition, GameObjectColor color, bool canBeMoved)
    {
        m_canBeMoved = canBeMoved;

        if (m_canBeMoved)
        {
            m_color = color;
        }
        else
        {
            m_color = GameObjectColor.GREY;
        }

        if (this.gameObject != null)
        {
            gameObject.transform.position = initialPosition;
        }
    }
Beispiel #8
0
 public void MixColor(GameObjectColor s)
 {
     m_color = _CombineColors(m_color, s);
 }
 private void Start()
 {
     _meshRenderer    = GetComponentInParent <MeshRenderer>();
     _gameObjectColor = GetComponentInParent <GameObjectColor>();
     _defaultMaterial = _meshRenderer.material;
 }