// Following method creates new line for MagnifyGlass's border private LineRenderer getLine() { LineRenderer line = new GameObject("Line").AddComponent<LineRenderer>(); line.material = new Material(Shader.Find("Diffuse")); line.SetVertexCount(2); line.SetWidth(0.2f, 0.2f); line.SetColors(Color.black, Color.black); line.useWorldSpace = false; return line; }
private void MakeLine(Networkable a, Networkable b) { var dir = -Camera.main.transform.forward; var line = new GameObject("Line").AddComponent<LineRenderer>(); line.transform.parent = transform; line.SetWidth(0.4f, 0.4f); line.SetPosition(0, a.transform.position + dir * 7); line.SetPosition(1, b.transform.position + dir * 7); line.sharedMaterial = NodeMaterial; }
private void makeGrid(Vector3 begin, Vector3 end) { LineRenderer line = new GameObject().AddComponent<LineRenderer>(); line.transform.parent = this.transform.parent; line.SetWidth(0.01F, 0.01F); line.SetColors(lightBlue, lightBlue); line.SetPosition(0, begin); line.SetPosition(1, end); line.SetVertexCount(2); line.material = new Material(Shader.Find("Particles/Additive")); }
void DrawOnMove() { //Se os valores X ou Y da variavel MouseLastPosition(Posiçao antiga do mouse) forem diferentes dos valores X ou Y da variavel MouseActualPosition(Posiçao atual do mouse), entao o mouse se moveu if(MouseLastPosition.x != MouseActualPosition.x || MouseLastPosition.y != MouseActualPosition.y) { LineRenderer Line = new GameObject("Line").AddComponent<LineRenderer>(); Line.transform.parent = GameObject.Find("LineMother").transform; Line.material = LineColor; Line.SetVertexCount(2); Line.SetWidth(0.1f,0.1f); Line.SetPosition(0,Camera.main.ScreenToWorldPoint(new Vector3(MouseLastPosition.x, MouseLastPosition.y, ZPosition))); Line.SetPosition(1,Camera.main.ScreenToWorldPoint(new Vector3(MouseActualPosition.x, MouseActualPosition.y, ZPosition))); //Igualando a posiçao antiga do mouse com a atual, para caso ele se mova de novo, a comparaçao seja correta MouseLastPosition = Input.mousePosition; } }
public static void buildLine(Vector3 start, Vector3 end){ LineRenderer line = new GameObject ("Line").AddComponent<LineRenderer> (); //apparently I should use this as a default material, but it didn't work so I used some arbitrary material //line.material = new Material(Shader.Find("Particles/Additive")); line.material = material; line.gameObject.layer = LayerMask.NameToLayer ("Minimap"); line.material.SetColor ("colour", Color.black); line.castShadows = false; line.receiveShadows = false; line.transform.parent = GameObject.Find("lines").transform; line.SetWidth(1.0f, 1.0f); line.SetVertexCount(2); line.SetPosition(0, start); line.SetPosition (1, end); string positions = start.x.ToString () + "," + start.y.ToString () + "," + start.z.ToString () + "," + end.x.ToString () + "," + end.y.ToString () + "," + end.z.ToString (); if (Network.isServer) { ClientNetwork client = (ClientNetwork) GameObject.FindObjectOfType(typeof(ClientNetwork)); client.startClientLines (positions); } }
public void MakeMeLaser(Color color) { /* foreach(GameObject go in GameObject.FindObjectsOfType(typeof(GameObject))) { if(go.name == "lineUP") { GameObject.Destroy (go); } } // Set LineRenderer InitializationGameObject yourName = new GameObject(); LineRenderer lineRenderer = new GameObject("lineUP").AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(Color.red, Color.red); lineRenderer.SetWidth(1f, 1f); lineRenderer.SetVertexCount(2); // We need no Shadows lineRenderer.castShadows = false; lineRenderer.receiveShadows = false; Debug.Log ("Raw posX: " + posX + "Raw posX: " + posY); float worldX = posX * 4; float worldZ = posY * 4; Vector3 pos = new Vector3(worldX + 2, 0, worldZ + 2); lineRenderer.SetPosition(0, pos); pos = new Vector3(worldX + 2, 800, worldZ + 2); lineRenderer.SetPosition(1, pos); */ // Make //GameController.instance.treeGroupController.AddTreeGroup(posX, posY); RaycastHit hit; // Set LineRenderer InitializationGameObject yourName = new GameObject(); LineRenderer lineRenderer = new GameObject("lineUP").AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(color, color); lineRenderer.SetWidth(0.2f, 0.2f); lineRenderer.SetVertexCount(5); // We need no Shadows lineRenderer.castShadows = false; lineRenderer.receiveShadows = false; float worldX = posX * 4; float worldZ = posY * 4; Vector3 pos; Ray ray = new Ray(new Vector3(worldX, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ); lineRenderer.SetPosition(0, pos); } ray = new Ray(new Vector3(worldX + 4, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX + 4, hit.point.y + 1, worldZ); lineRenderer.SetPosition(1, pos); } ray = new Ray(new Vector3(worldX + 4, 10, worldZ + 4), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX + 4, hit.point.y + 1, worldZ + 4); lineRenderer.SetPosition(2, pos); } ray = new Ray(new Vector3(worldX, 10, worldZ + 4), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ + 4); lineRenderer.SetPosition(3, pos); } ray = new Ray(new Vector3(worldX, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ); lineRenderer.SetPosition(4, pos); } lineRenderer.gameObject.AddComponent<SelectionLine>(); }
private LineRenderer createLine() { LineRenderer line; line = new GameObject("Line").AddComponent<LineRenderer>(); line.SetWidth(0.06f, 0.06f); line.material = this.material; line.material.SetColor("_Color", new Color(0.8824f, 0.1843f, 0.0413f)); line.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; line.SetColors(new Color(0.8824f, 0.1843f, 0.0413f), new Color(0.8824f, 0.1843f, 0.0413f)); line.SetVertexCount(2); return line; }
protected void drawLine(Vector3 start, Vector3 end, Color color) { LineRenderer line = new GameObject("Line ").AddComponent<LineRenderer>(); line.SetWidth(0.025F, 0.025F); line.SetColors(color, color); line.SetVertexCount(2); line.SetPosition(0, start); line.SetPosition(1, end); line.material.shader = (Shader.Find("Unlit/Color")); line.material.color = color; lines.Add(line.gameObject); }
// Draw a single line. void DrawLine(int lineMultiplicator, Axis axis) { // Set LineRenderer InitializationGameObject yourName = new GameObject(); LineRenderer lineRenderer = new GameObject("line").AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = lineMaterial; lineRenderer.SetColors(c1, c2); lineRenderer.SetWidth(beginWidth, endWidth); lineRenderer.SetVertexCount(lengthOfLineRenderer / lineSegmentLenght + 1); // We need no Shadows lineRenderer.castShadows = false; lineRenderer.receiveShadows = false; // Create LineVertexes InstantiateLine(lineMultiplicator, lineRenderer, axis); }
private void makeLineGraph(Vector3 begin, Vector3 end) { //makePoint(begin); // makePoint(end); LineRenderer line = new GameObject().AddComponent<LineRenderer>(); line.transform.parent = this.transform.parent; line.SetWidth(0.05F, 0.05F); line.SetColors(Color.green, Color.green); line.SetPosition(0, begin); line.SetPosition(1, end); line.SetVertexCount(2); line.material = new Material(Shader.Find("Particles/Additive")); }