// Use this for initialization void Start() { //Calculate world co-ordinates //8 vertices for outline (determined from collider) Bounds bounds = GetComponent <Collider>().bounds; Vector3 center = bounds.center; float xExtent = bounds.extents.x; float yExtent = bounds.extents.y; float zExtent = bounds.extents.z; WorldVertices[0] = center + new Vector3(-xExtent, -yExtent, -zExtent); WorldVertices[1] = center + new Vector3(xExtent, -yExtent, -zExtent); WorldVertices[2] = center + new Vector3(xExtent, -yExtent, zExtent); WorldVertices[3] = center + new Vector3(-xExtent, -yExtent, zExtent); WorldVertices[4] = center + new Vector3(-xExtent, yExtent, -zExtent); WorldVertices[5] = center + new Vector3(xExtent, yExtent, -zExtent); WorldVertices[6] = center + new Vector3(xExtent, yExtent, zExtent); WorldVertices[7] = center + new Vector3(-xExtent, yExtent, zExtent); WorldHealthVertices[0] = new Vector3(WorldVertices[6].x, WorldVertices[6].y, WorldVertices[6].z); WorldHealthVertices[0].y -= 0.1f; WorldHealthVertices[0].z -= 0.1f; WorldHealthVertices[1] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y - m_HealthSize, WorldHealthVertices[0].z); WorldHealthVertices[2] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y - m_HealthSize, WorldHealthVertices[0].z - m_HealthSize); WorldHealthVertices[3] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y, WorldHealthVertices[0].z - m_HealthSize); WorldHealthVertices[4] = new Vector3(WorldVertices[7].x, WorldVertices[7].y, WorldVertices[7].z); WorldHealthVertices[4].y -= 0.1f; WorldHealthVertices[4].z -= 0.1f; WorldHealthVertices[5] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y - m_HealthSize, WorldHealthVertices[0].z); WorldHealthVertices[6] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y - m_HealthSize, WorldHealthVertices[0].z - m_HealthSize); WorldHealthVertices[7] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y, WorldHealthVertices[0].z - m_HealthSize); //Assign health width m_HealthWidth = Mathf.Abs(WorldHealthVertices[0].x - WorldHealthVertices[4].x); //Create GLItem m_GLItem = new GLItem(ExecuteFunction); //Resolve GLManager m_GLManager = ManagerResolver.Resolve <IGLManager>(); //Assign GL material m_GLMat = GLMatShader.GetGLMaterial(); //Assign building m_Building = GetComponent <Building>(); }
// Use this for initialization void Start() { Overlay = Overlays.CreateTexture(); IsSelected = false; FindMaxWorldSize(); m_MainMenuWidth = ManagerResolver.Resolve <IGUIManager>().MainMenuWidth; m_GLManager = ManagerResolver.Resolve <IGLManager>(); m_GLMat = GLMatShader.GetGLMaterial(); m_GLItem = new GLItem(GLExecuteFunction); //If this unit is land based subscribe to the path changed event LandMovement landMovement = GetComponent <LandMovement>(); if (landMovement != null) { landMovement.PathChangedEvent += PathChanged; } }
// Use this for initialization void Start() { Overlay = Overlays.CreateTexture (); IsSelected = false; FindMaxWorldSize(); m_MainMenuWidth = ManagerResolver.Resolve<IGUIManager>().MainMenuWidth; m_GLManager = ManagerResolver.Resolve<IGLManager>(); m_GLMat = GLMatShader.GetGLMaterial (); m_GLItem = new GLItem(GLExecuteFunction); //If this unit is land based subscribe to the path changed event LandMovement landMovement = GetComponent<LandMovement>(); if (landMovement != null) { landMovement.PathChangedEvent += PathChanged; } }
// Use this for initialization void Start() { //Calculate world co-ordinates //8 vertices for outline (determined from collider) /*Bounds bounds = GetComponent<BoxCollider>().bounds; Vector3 center = bounds.center; float xExtent = bounds.extents.x; float yExtent = bounds.extents.y; float zExtent = bounds.extents.z; WorldVertices[0] = center + new Vector3(-xExtent, -yExtent, -zExtent); WorldVertices[1] = center + new Vector3(xExtent, -yExtent, -zExtent); WorldVertices[2] = center + new Vector3(xExtent, -yExtent, zExtent); WorldVertices[3] = center + new Vector3(-xExtent, -yExtent, zExtent); WorldVertices[4] = center + new Vector3(-xExtent, yExtent, -zExtent); WorldVertices[5] = center + new Vector3(xExtent, yExtent, -zExtent); WorldVertices[6] = center + new Vector3(xExtent, yExtent, zExtent); WorldVertices[7] = center + new Vector3(-xExtent, yExtent, zExtent); WorldHealthVertices[0] = new Vector3(WorldVertices[6].x, WorldVertices[6].y, WorldVertices[6].z); WorldHealthVertices[0].y -= 0.1f; WorldHealthVertices[0].z -= 0.1f; WorldHealthVertices[1] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y-m_HealthSize, WorldHealthVertices[0].z); WorldHealthVertices[2] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y-m_HealthSize, WorldHealthVertices[0].z-m_HealthSize); WorldHealthVertices[3] = new Vector3(WorldHealthVertices[0].x, WorldHealthVertices[0].y, WorldHealthVertices[0].z-m_HealthSize); WorldHealthVertices[4] = new Vector3(WorldVertices[7].x, WorldVertices[7].y, WorldVertices[7].z); WorldHealthVertices[4].y -= 0.1f; WorldHealthVertices[4].z -= 0.1f; WorldHealthVertices[5] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y-m_HealthSize, WorldHealthVertices[0].z); WorldHealthVertices[6] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y-m_HealthSize, WorldHealthVertices[0].z-m_HealthSize); WorldHealthVertices[7] = new Vector3(WorldHealthVertices[4].x, WorldHealthVertices[4].y, WorldHealthVertices[0].z-m_HealthSize); //Assign health width m_HealthWidth = Mathf.Abs (WorldHealthVertices[0].x - WorldHealthVertices[4].x);*/ //Create GLItem m_GLItem = new GLItem(ExecuteFunction); //Resolve GLManager m_GLManager = ManagerResolver.Resolve<IGLManager>(); //Assign GL material m_GLMat = GLMatShader.GetGLMaterial(); //Assign building m_Building = GetComponent<Building>(); }