Example #1
0
    void Start()
    {
        l   = transform.Find("LineRender").GetComponent <LineRender> ();
        cam = GameObject.Find("CameraSurface").GetComponent <Camera> ();

        surface = transform.parent.gameObject.GetComponent <Surface> ();
    }
Example #2
0
    void Start()
    {
        l   = transform.Find("LineRender").GetComponent <LineRender> ();
        cam = transform.Find("Camera").GetComponent <Camera> ();

        curve = transform.parent.gameObject.GetComponent <Curve> ();
    }
Example #3
0
 // Start is called before the first frame update
 void Start()
 {
     PaturuControy.NameSet();
     sg = false;
     TName();
     Drag                 = true;
     drag2                = true;
     DestoyCount          = 0;
     timer                = Keeptimer;
     DestoySize           = -1;
     SwichType            = false;
     DeleteList           = new List <GameObject>();
     _min                 = GetComponent <Mian>();
     CScorecount          = GetComponent <ScoreCount>();
     CLine                = GetComponent <LineRender>();
     lineSize             = 0;
     linePosCount         = 0;
     Tag_ColorControlName = null;
     Back                 = false;
     m_SoundManager       = GameObject.Find("GameSoundManager").GetComponent <GameSoundManager>();
     //PaturuControy.Skill.Water6Swich = false;
     PaturuControy.waterskill_six.UpdaterCountDown = false;
     PaturuControy.ColorUpadateCtr = false;
     SkillCostManager.Skill_Control.Water6Swich = false;
 }
Example #4
0
 public void DrawLine(Block newBlock)
 {
     if (lineRender == null)
     {
         lineRender = LineRenderPooling.current.GetPooledObject().GetComponent <LineRender>();
     }
     lineRender.DrawLine(CheckBlockTrend(newBlock), transform.position);
 }
Example #5
0
    public void GumClear(Collision2D coll, GameObject go)
    {
        Vector2        touchPenPos  = go.transform.localPosition;
        LineVertsInfo  m_lineVerts  = coll.gameObject.GetComponent <LineVertsInfo>();
        LineRender     m_lineRender = gameObject.GetComponent <LineRender>();
        bool           isStart      = true;
        bool           isEnd        = false;
        int            startIndex   = 0;
        int            endIndex     = m_lineVerts.LineVerts.Count;
        List <Vector2> startLine    = new List <Vector2>();
        List <Vector2> endLine      = new List <Vector2>();

        for (int i = 0; i < m_lineVerts.LineVerts.Count; i++)
        {
            float x = m_lineVerts.LineVerts[i].x - touchPenPos.x;
            float y = m_lineVerts.LineVerts[i].y - touchPenPos.y;
            x = x * x;
            y = y * y;
            if ((x + y) < mLogicHandle.GumAmount)
            {
                if (isStart)
                {
                    isStart    = false;
                    startIndex = i;
                }
                else
                {
                    endIndex = i;
                }
            }
            else if (endIndex > 0)
            {
                isEnd = true;
            }
            if (isStart)
            {
                startLine.Add(m_lineVerts.LineVerts[i]);
            }
            else if (isEnd)
            {
                endLine.Add(m_lineVerts.LineVerts[i]);
            }
        }
        if (startLine.Count > 1)
        {
            m_lineRender.NewVerts = startLine;
            m_lineRender.CreateLineGo();
        }
        if (endLine.Count > 1)
        {
            m_lineRender.NewVerts = endLine;
            m_lineRender.CreateLineGo();
        }
        Destroy(coll.gameObject);
    }
        private void DrawPath(GLContext context, LineRender render, List <Vector3> points, Vector4 color)
        {
            var shader = GlobalShaders.GetShader("LINE");

            context.CurrentShader = shader;
            shader.SetVector4("color", color);

            render.Draw(points, new List <Vector4>(), true);

            context.CurrentShader = null;
        }
Example #7
0
    // Use this for initialization
    void Start()
    {
        l   = transform.Find("LineRender").GetComponent <LineRender> ();
        cam = transform.Find("Camera").GetComponent <Camera> ();

        b = transform.parent.gameObject.GetComponent <Basis> ();

        colorChoice = new Color[3] {
            Color.red, Color.blue, Color.green
        };
    }
Example #8
0
    public static LineRender CreateLineRender(Person pers, H type)
    {
        LineRender obj = null;

        obj = (LineRender)Resources.Load("Prefab/GUI/3dHelpers/LineRender", typeof(LineRender));
        obj = (LineRender)Instantiate(obj, new Vector3(), Quaternion.identity);
        obj.transform.name = "LineRender";
        obj.Person1        = pers;
        obj.Type           = type;

        //if (container != null) { obj.transform.SetParent(container); }
        return(obj);
    }
Example #9
0
    private void Awake()
    {
        pubLine                     = this;
        _lineRenderer               = GetComponent <LineRenderer>();
        _lineRenderer.material      = new Material(Shader.Find("Particles/VertexLit Blended"));
        _lineRenderer.positionCount = sections + 1;
        _lineRenderer.startWidth    = 0f;
        _lineRenderer.endWidth      = 0f;
        for (int i = 0; i < (sections + 1); i++)
        {
            x = Mathf.Sin(Mathf.Deg2Rad * angle) * radius;
            y = Mathf.Cos(Mathf.Deg2Rad * angle) * radius;

            _lineRenderer.SetPosition(i, new Vector3(x, z, y));
            angle += (360f / sections);
        }

        pubLine = this;
    }
Example #10
0
    void FixedUpdate()
    {
        fixedUpdateCount++;
        StateMachine.Update();

        if (StateMachine.State == StSwing)
        {
            if (positionChanged)
            {
                // Set the transform to the new position
                GetComponent <Transform>().position = newPosition;
            }
            // Update the line render endpoints at the end of each step
            LineRender.GetComponent <LineRenderer>().SetPositions(lineRenderEndpoints);
            Debug.Log("Swing force: " + SwingForce + " " + "MoveForce: " + MoveForce);
            rb.AddForce(SwingForce);
        }

        rb.AddForce(Vector2.right * MoveForce);
        var clampedVelocity = new Vector2(Mathf.Clamp(rb.velocity[0], -MaxRunSpeed, MaxRunSpeed), rb.velocity[1]);

        rb.velocity = clampedVelocity;
    }
Example #11
0
    //---------------------Manipulation interaction operations------------------------
    void RotateObject(Hand hand, HitBall m_ControllBall_L, IFuncType type_in)
    {
        switch (type_in)
        {
        case IFuncType.Init:
            originDirec = m_ControllBall_L.direc;
            originQ.SetFromToRotation(originDirec, originDirec);
            break;

        case IFuncType.Update:


            // check is too close to center
            if (m_ControllBall_L.radius < 0.05)
            {
                originDirec = m_ControllBall_L.direc;
                originQ.SetFromToRotation(originDirec, originDirec);
                return;
            }

            nextDirec = m_ControllBall_L.direc;
            nextQ.SetFromToRotation(originDirec, nextDirec);

            //Debug.Log(Vector3.Dot(originDirec.normalized, nextDirec.normalized));

            // check if two vector is very similar
            if (Vector3.Dot(originDirec.normalized, nextDirec.normalized) > 0.999)
            {
                return;
            }

            GameObject a = GameObject.Find("CubeTest");
            Quaternion q = Quaternion.Slerp(originQ, nextQ, Time.deltaTime * 10);

            LineRender lr = a.GetComponent <LineRender>();
            if (Mathf.Abs(q.x) > Mathf.Abs(q.y) && Mathf.Abs(q.x) > Mathf.Abs(q.z))
            {
                q.y = 0f; q.z = 0f;
                lr.DrawXCycline();
            }
            else if (Mathf.Abs(q.y) > Mathf.Abs(q.z))
            {
                q.x = 0f; q.z = 0f;
                lr.DrawYCycline();
            }
            else
            {
                q.x = 0f; q.y = 0f;
                lr.DrawZCycline();
            }

            //if (orginRotationAxis != CurrentRotationAxis)
            //{
            //    orginRotationAxis = CurrentRotationAxis;
            //    originDirec = nextDirecl
            //}
            a.transform.rotation = q * a.transform.rotation;

            originDirec = nextDirec;
            originQ     = nextQ;
            break;

        case IFuncType.Close:
            break;

        default:
            break;
        }
    }
 void Init()
 {
     TargetPositionPathRender = new LineRender();
     PositionPathRender       = new LineRender();
     CameraRenderer           = new CameraRenderer();
 }