void initLineRenderer(int index, Color sc, Color ec, float sw = 0.5F, float ew = 0.5F)
    {
        string       name    = string.Format("LineRenderer{0}", index + 1);
        LineRenderer temp_lr = GameObject.FindGameObjectWithTag(name).GetComponent <LineRenderer>();

        temp_lr.material      = new Material(Shader.Find("Particles/Additive"));
        temp_lr.startColor    = sc;
        temp_lr.endColor      = ec;
        temp_lr.positionCount = (int)motion.getTraj(cur_traj).size();
        temp_lr.startWidth    = sw;
        temp_lr.endWidth      = ew;

        lineRenderer.Add(temp_lr);
    }
Beispiel #2
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    void OnEnable()
    {
        motion = TrailCurveDrawCtrl.Instance().curMotion;
        hand   = new GameObject();

        length      = TrailCurveDrawCtrl.Instance().curve_length;
        start_index = 0;
        end_index   = (int)motion.getTraj(cur_traj).size();
    }
Beispiel #3
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    void OnEnable()
    {
        motion = TrailCurveDrawCtrl.Instance().studyMotion;
        hand   = new GameObject();

        length      = TrailCurveDrawCtrl.Instance().curve_length;
        start_index = 0;
        end_index   = (int)motion.getTraj(cur_traj).size();

        left_color_list  = TrailCurveAppraiseCtrl.left_color_list;
        right_color_list = TrailCurveAppraiseCtrl.left_color_list;
    }
Beispiel #4
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 void Update()
 {
     length    = TrailCurveDrawCtrl.Instance().curve_length;
     end_index = (int)motion.getTraj(cur_traj).size();
     if (end_index - start_index >= length)
     {
         start_index = end_index - length;
     }
 }
    // Use this for initialization
    void OnEnable()
    {
        motion = TrailCurveDrawCtrl.Instance().curMotion;
        //isPlay = TrailCurveDrawCtrl.Instance().getIsPlay();
        length = TrailCurveDrawCtrl.Instance().curve_length;

        start_index = 0;
        end_index   = (int)motion.getTraj(cur_traj).size();
        for (int i = 0; i < motion.size(); ++i)
        {
            initLineRenderer(i, Color.red, Color.red, 0.04f, 0.04f);
        }

        /*残影部分gameobject初始化
         * root1 = GameObject.Find("GameObject1");
         * root2 = GameObject.Find("GameObject2");
         * hand1 = root1.transform.Find("lefthand").gameObject;
         **/
    }
 /// <summary>
 /// 此接口用于设置那个轨迹要绘制哪个不绘制
 /// </summary>
 /// <param name="trailType">需要切换的轨迹类型</param>
 /// <param name="IsOn">该轨迹开启绘制还是关闭绘制</param>
 public void SwitchTrailCurve(TrailType trailType, bool IsOn)
 {
     Debug.Log(trailType + "---------" + IsOn);
     curMotion.getTraj(trailType.GetHashCode()).setActive(IsOn);
 }
 public float lastSpeed(TrailType trailType, bool is_study = false)
 {
     return(is_study ? studyMotion.getTraj(trailType.GetHashCode()).lastSpeed() : curMotion.getTraj(trailType.GetHashCode()).lastSpeed());
 }