private void CreateMaterials(Material function, Material plane) { for (int c = 0; c < LineColor.Count(); c++) { functionMaterials[c] = new Material(function); functionMaterials[c].color = LineColor.Get(c); } for (int c = 0; c < PlaneColor.Count(); c++) { planeMaterials[c] = new Material(plane); planeMaterials[c].color = PlaneColor.Get(c); } }
protected FunctionPlotter(GameObject parent, Mesh lineMesh, Material axisMaterial, Material functionMaterial, Material planeMaterial) { this.parent = parent; this.lineMesh = lineMesh; this.axisMaterial = axisMaterial; this.functionPoints = new List <List <Point> >(); this.functionMaterials = new Material[LineColor.Count()]; this.planeMaterials = new Material[PlaneColor.Count()]; this.axisEnabled = new Dictionary <Axis, bool>(); axisEnabled[Axis.x] = axisEnabled[Axis.y] = axisEnabled[Axis.z] = true; minI = new FunctionPoint(); maxI = new FunctionPoint(); minD = new FunctionPoint(); maxD = new FunctionPoint(); minF = new FunctionPoint(); maxF = new FunctionPoint(); CreateMaterials(functionMaterial, planeMaterial); }