public override void Set(Conduit conduit) { m_Conduit = conduit; var bend = m_Conduit.bend; var travelColor = bend.GetOutputParameter(EBendParameterName.Travel).color; // Create Flags float lineWidth = Engine.conduitDiameterM * Mathf.Sin(Mathf.PI * 0.25f); m_travelLine1 = FlagRenderer.NewLine(m_Conduit.transform); m_travelLine1.SetWidth(lineWidth); m_travelLine1.SetColor(travelColor); m_travelLine2 = FlagRenderer.NewLine(m_Conduit.transform); m_travelLine2.SetWidth(lineWidth); m_travelLine2.SetColor(travelColor); // Create Obstacle m_obstacle = GameObject.CreatePrimitive(PrimitiveType.Cylinder); var renderer = m_obstacle.GetComponent <MeshRenderer>(); renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; renderer.receiveShadows = false; renderer.material = material; renderer.material.SetColor("_Color", new Color(0.2f, 0.2f, 0.2f, 1f)); GameObject.DestroyObject(m_obstacle.GetComponent <Collider>()); m_obstacle.transform.SetParent(transform); m_obstacle.transform.localPosition = new Vector3(-k_objstacleLength, 0f, 0f); m_obstacle.transform.localRotation = Quaternion.Euler(0f, 0f, 90f); }
public override void Set(Conduit conduit) { m_Conduit = conduit; var bend = m_Conduit.bend; //---------------------- // Create Line Flags //---------------------- m_LineWidth = Engine.conduitDiameterM * Mathf.Sin(Mathf.PI * 0.25f); m_TakeUpLine = FlagRenderer.NewLine(transform); m_TakeUpLine.SetWidth(m_LineWidth); m_TakeUpLine.SetColor(bend.GetOutputParameter(EBendParameterName.StubTakeUp).color); }
public override void Set(Conduit conduit) { m_Conduit = conduit; //---------------------- // Create Line Flags //---------------------- var bend = m_Conduit.bend; m_LineWidth = Engine.conduitDiameterM * Mathf.Sin(Mathf.PI * 0.25f); m_RollLine = FlagRenderer.NewLine(transform); m_RollLine.SetWidth(m_LineWidth * 0.7f); m_RollLine.SetColor(bend.GetInputParameter(EBendParameterName.Roll).color); m_RiseLine = FlagRenderer.NewLine(transform); m_RiseLine.SetWidth(m_LineWidth * 0.75f); m_RiseLine.SetColor(bend.GetInputParameter(EBendParameterName.Rise).color); EnableLines(false); // Rotate Conduit Decorate(); }
public override void Set(Conduit conduit) { Initialize(); m_Conduit = conduit; //---------------------- // Create Line Flags //---------------------- float lineWidth = Engine.conduitDiameterM * Mathf.Sin(Mathf.PI * 0.25f); m_SpreadLine = FlagRenderer.NewLine(m_Conduit.transform); m_SpreadLine.SetWidth(lineWidth); m_ShiftLine = FlagRenderer.NewLine(transform); m_ShiftLine.SetWidth(lineWidth); m_FirstMarkLine = FlagRenderer.NewLine(m_Conduit.transform); m_FirstMarkLine.SetWidth(lineWidth); m_TravelLine = FlagRenderer.NewLine(m_Conduit.transform); m_TravelLine.SetWidth(Engine.conduitDiameterM * 0.5f); // Set Marker Colors var bend = m_Conduit.bend; m_SpreadLine.SetColor(bend.GetOutputParameter(EBendParameterName.KickSpread).color); m_ShiftLine.SetColor(bend.GetOutputParameter(EBendParameterName.Shift).color); m_FirstMarkLine.SetColor(bend.GetOutputParameter(EBendParameterName.KickFirstMark).color); m_TravelLine.SetColor(bend.GetOutputParameter(EBendParameterName.KickTravel).color); if (m_Conduit.centerlineBendIndices.Count == 4) { UnityEngine.Debug.Log("ConduitParallelKickDecorator: Set() Decorating..."); lastAngleDeg = -1; Decorate(); } }