public CircularGravity() { forcePoints = new List <GameObject>(); constraintProperties = new ConstraintProperties(); specialEffect = new SpecialEffect(); pulseProperties = new PulseProperties(); triggerAreaFilter = new TriggerAreaFilter(); tagFilter = new TagFilter(); drawGravityProperties = new DrawGravityProperties(); }
void Awake() { #region Default Settings //Used for when dynamically creating a CircularGracity object if (radiusProperties == null) { radiusProperties = new RadiusProperties(); } if (triggerAreaFilter == null) { triggerAreaFilter = new TriggerAreaFilter(); } if (tagFilter == null) { tagFilter = new TagFilter(); } if (pulseProperties == null) { pulseProperties = new PulseProperties(); } if (drawGravityProperties == null) { drawGravityProperties = new DrawGravityProperties(); } /* * //Sets up the line that gets rendered showing the area of forces * LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>(); * //lineRenderer.material = new Material(Shader.Find("Particles/Additive")); * lineRenderer.SetVertexCount(12); * lineRenderer.SetWidth(0.05f, 0.05f); */ //Sets up pulse if (pulseProperties.pulse) { radiusProperties.radius = pulseProperties.minSize; pulse_Positive = true; } transparentColor = new Color(); #endregion }
public CGF_Pulse2D() { _pulseProperties = new PulseProperties(); }