IEnumerator DisableLine (VectorLine vectorLine, float time, bool remove) { yield return new WaitForSeconds(time); if (remove) { RemoveLine (vectorLine); } Vector.DestroyLine (ref vectorLine); }
protected override void Awake() { base.Awake(); _line = new VectorLine(LineName, new Vector3[2], Color.ToUnityColor(), null, Width); //_line.vectorObject.transform.parent = _transform; UnityUtility.AttachChildToParent(_line.vectorObject, _transform.gameObject); _line.active = false; }
private void draw3D() { reinit(); point1 = new GameObject(); point1.name = "point1-global"; point1.transform.position = generateRandomPoint(); point2 = new GameObject(); point2.name = "point2-global"; point2.transform.position = generateRandomPoint(); point3 = new GameObject(); point3.name = "point3-local"; point3.transform.localPosition = point1.transform.position; point4 = new GameObject(); point4.name = "point4-local"; point4.transform.localPosition = point2.transform.position; //List<Vector2> fakeLinePoints = new List<Vector2>(){pos2D1, pos2D1}; List<Vector3> linePoints = new List<Vector3>(){point1.transform.position, point2.transform.position}; //this._fakeVectorline = new VectorLine("Graph_FakeVectorLine", fakeLinePoints, 1.0f, LineType.Continuous, Joins.Weld); this._vectorline = new VectorLine("Graph_TestVectorLine", linePoints, 10.0f, LineType.Continuous, Joins.Weld); this._vectorline.color = Color.red; this._vectorline.layer = LayerMask.NameToLayer ("Non-Physic"); //this._vectorline.Draw3D(); this._vectorline.Draw3DAuto(); }
void tutorialLine (){ helperLine = new VectorLine("tutorial_line", new List<Vector3>(), lineMaterial, 12.0f,LineType.Continuous); helperLine.points3.Add(Camera.main.ScreenToWorldPoint(rightHelper.transform.position)); helperLine.points3.Add(Camera.main.ScreenToWorldPoint(rightMenu.transform.position)); helperLine.textureScale = 1.0f; helperLine.Draw(); }
void Start() { GridSize = GlobalVars.GridSize; VectorLine.SetCamera3D(GameObject.Find(VectrosityCamera)); LinePoints = new List<Vector3>(); // Init Stuff //CreateGridLines(); // Creating array of lines var myLine = new VectorLine(LineName, LinePoints, null, LineWidth); myLine.SetColor(Color.white); // Setting up the line myLine.Draw3D(); GameObject.Find(LineName).transform.position = new Vector3(0.5f, GridHeight, 0.5f); // Position Camera with the Grid CreateClickableTile(); }// Start
public void clearBorders() { VectorLine.Destroy(ref border); border = null; VectorLine.Destroy(ref glow); glow = null; }
public Curve(Molecule mol, Vector2 pos, Camera VectroCam = null) { _mol = mol; _label = mol.getName(); _points = new LinkedList<Vector2>(); //_pts = new Vector2[_maxPoints]; _pts = new List<Vector2>(); _minY = 0; _maxY = 0; _color = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)); //_line = new VectorLine(mol.getName(), _pts, _color, null, 2.0f, LineType.Continuous, Joins.Weld); _line = new VectorLine(mol.getName(), _pts, 2.0f, LineType.Continuous, Joins.Weld); _line.color = _color; _isEnabled = true; _vectroCam = VectroCam; // _pos = pos; // _lines = new VectorLine[_maxPoints]; // _linesTypes = new _linesTypes[_maxPoints - 1]; VectorManager.useDraw3D = true; if (_vectroCam != null) //Vectrosity.VectorLine.SetCamera(_vectroCam); Vectrosity.VectorLine.SetCamera3D(_vectroCam); else Logger.Log("No Camera set for the Graph Window.", Logger.Level.ERROR); }
public void Setup (VectorLine line) { if (!VectorManager.use) { Debug.LogError("The VectorManager script must be attached to an object in the scene"); return; } VectorManager.use.VisibilitySetup (transform, line, out m_objectNumber); vectorLine = line; }
void drawOrange(){ uiPath_1 = new VectorLine("dragLine_0", new List<Vector3>(), lineMaterial, 22.0f,LineType.Continuous); uiPath_1.textureScale = 1.0f; uiPath_1.points3.Add(Camera.main.ScreenToWorldPoint(orangeBox.transform.position)); uiPath_1.points3.Add(Camera.main.ScreenToWorldPoint(edge_1.transform.position)); uiPath_1.color = Color.black; uiPath_1.Draw(); }
public override void initializeVectorLine() { this._vectorline = new VectorLine("GraphNL_"+name, _pointsList, 1.0f, LineType.Continuous, Joins.Weld); this._vectorline.color = this.color; this._vectorline.layer = _panelInfos.layer; //resize(); redraw(); }
public void Setup (VectorLine line, bool makeBounds) { if (makeBounds) { VectorManager.SetupBoundsMesh (gameObject, line); } VectorManager.VisibilitySetup (transform, line, out m_objectNumber); vectorLine = line; }
public PathDisplay(List<VectorLine> visits, VectorLine line, List<Color> _color, List<float> _widths) { path_line = line; spot_list = visits; color_list = _color; width_list = _widths; }
void Start() { _vector = new VectorLine("beatcircle", new Vector3[10], Color.white, null, 1F, LineType.Continuous); _vector.MakeCircle(Vector3.zero, 0.01F); _vector.Draw3D(); _vector.vectorObject.transform.parent = transform; gameObject.AddComponent<Scale>(); }
public void Setup (VectorLine line) { if (line.lineColors == null) { Debug.LogError ("In order to use Brightness.Fog, the line \"" + line.vectorObject.name + "\" must contain segment colors"); return; } objectNumber = new RefInt(0); VectorManager.use.CheckDistanceSetup (transform, line, line.lineColors[0], objectNumber); VectorManager.use.SetDistanceColor (objectNumber.i); }
public void RemoveLine(VectorLine vectorLine) { for (int i = 0; i < lineCount; i++) { if (vectorLine == lines[i]) { RemoveLine (i); break; } } }
public void InitLine(string name) { boneLine = new VectorLine(name, new Vector2[2] , null, 6f); boneLine.color = Color.green; boneLine.rectTransform.anchorMin.Set(0.5f, 0.5f); boneLine.rectTransform.anchorMax.Set(0.5f, 0.5f); boneLine.rectTransform.pivot.Set(0.5f, 0.5f); }
void AddGrid() { float rowCount = 12.0f; float colCount = 16.0f; float colStep = Screen.width / colCount; float rowStep = Screen.height / rowCount; // Debug.Log (colStep + " " + rowStep); // Debug.Log (Screen.width + " " + Screen.height); // // for (int i = 0; i < rowCount; i++) { // // // Vector2 a = new Vector2 (0, i * rowStep); // // Vector2 b = new Vector2 (Screen.width, i * rowStep); // // // Debug.DrawLine (a, b, Color.red); // // } // // // for (int j = 0; j < 16; j++) { // // Vector2 a = new Vector2 (j * colStep, 0); // Vector2 b = new Vector2 (j * colStep, Screen.height); // // Debug.DrawLine (a, b, Color.red); // } for (int i = 0; i < rowCount; i++) { Vector2 a = new Vector2 (0, i * rowStep); Vector2 b = new Vector2 (Screen.width, i * rowStep); VectorLine line = new VectorLine ("row" + i, new Vector2[]{a,b}, null, 1.0f); line.SetColor (Color.green); line.Draw (); } for (int j = 0; j < 16; j++) { Vector2 a = new Vector2 (j * colStep, 0); Vector2 b = new Vector2 (j * colStep, Screen.height); VectorLine line = new VectorLine ("col" + j, new Vector2[]{a,b}, null, 1.0f); line.SetColor (Color.green); line.Draw (); } }
public void Setup(VectorLine line, bool m_useLine) { m_objectNumber = new RefInt(0); VectorManager.CheckDistanceSetup (transform, line, line.color, m_objectNumber); VectorManager.SetDistanceColor (m_objectNumber.i); if (m_useLine) { // Only if there are no Visibility scripts being used this.m_useLine = true; m_vectorLine = line; } }
void DrawBackground () { float y = Screen.height - yOffset; Vector2 start = new Vector2(xOffset, y); float x = (xOffset + BackgroundValue)*multiplier + 2 * margin; Vector2 end = new Vector2(x, y); bgLine = VectorLine.SetLine(bgColor, new Vector2[] { start, end }); bgLine.lineWidth = bgThickness; bgLine.sortingOrder = 1; bgLine.Draw(); }
void InitializeHPBar () { float y = Screen.height - yOffset; Vector2 start = new Vector2(xOffset + margin, y); float x = (xOffset + Value)*multiplier + margin; Vector2 end = new Vector2(x, y); hpLine = VectorLine.SetLine(hpColor, new Vector2[] { start, end }); hpLine.lineWidth = bgThickness - (2 * margin); hpLine.sortingOrder = 2; hpLine.Draw(); }
public void init(GameObject goA, GameObject goB, Color color) { setObjectA(goA); setObjectB(goB); Vector2[] linePoints = new Vector2[20]; _line = new VectorLine("CurveLine", linePoints, color, null, 3.0f, LineType.Continuous); redraw(); }
private VectorLine CreateVectorLine() { if (_pool.Count > 0) { return _pool.Dequeue(); } var val = new VectorLine("trail", new Vector3[2], Color.white, null, 1F, LineType.Continuous); return val; }
public void NewColor(string name) { foreach (VectorLine line in Lines) { if (line.name == name) { this.line = line; } } }
/// <summary> /// 绘制矩形 /// </summary> private void CreateRect(float posX, float posY, float width, float height, Color color) { VectorLine squareLine = new VectorLine ("Square", new Vector2[8], null, 1.0f, LineType.Discrete, Joins.Weld); squareLine.MakeRect (new Rect (posX, posY, width, height)); squareLine.SetColor (color); squareLine.Draw (); }
void drawYellowPath(){ if(dragThrow.canUp){ answerPath_yellow = new VectorLine("dragLine_yellow", new List<Vector3>(), lineMaterial, lineWidth,LineType.Continuous); answerPath_yellow.textureScale = 1.0f; answerPath_yellow.color = dragThrow.yellowBox.GetComponent<SpriteRenderer>().color; for (int i = 0; i < dragThrow.yellow_ans.Length; i++) { answerPath_yellow.points3.Add(dragThrow.yellow_ans[i]); } answerPath_yellow.Draw(); } }
void drawOrangePath(){ if(dragThrow.canRight){ answerPath_orange = new VectorLine("dragLine_orange", new List<Vector3>(), lineMaterial, lineWidth,LineType.Continuous); answerPath_orange.textureScale = 1.0f; answerPath_orange.color = dragThrow.orangeBox.GetComponent<SpriteRenderer>().color; for (int i = 0; i < dragThrow.orange_ans.Length; i++) { answerPath_orange.points3.Add(dragThrow.orange_ans[i]); } answerPath_orange.Draw(); } }
public void setLine(int size, string color, string brush) { String newLineName = size +","+ color + "," + brush; foreach (VectorLine line in Lines) { if (line.name == newLineName) { this.line = line; } } }
private VectorLine CreateVectorLine() { if (_pool.Count > 0) { return _pool.Dequeue(); } var vl = new VectorLine("frag", new Vector3[] { new Vector3(), new Vector3() }, Color.white, null, 1F, LineType.Continuous); vl.vectorObject.transform.parent = transform; return vl; }
void DrawSectors () { Vector2 screenTop = new Vector2(Screen.width/2, Screen.height); Vector2 screenTopDiff = screenTop - currentInputController.aimFrom; Vector2 scaleFactor = new Vector2(10, 10); Vector2 topRightPoint = Vector2.Scale(screenTopDiff.Rotate(60f), scaleFactor) + currentInputController.aimFrom; Vector2 topLeftPoint = Vector2.Scale(screenTopDiff.Rotate(-60f), scaleFactor) + currentInputController.aimFrom; Vector2 bottomPoint = Vector2.Scale(screenTopDiff.Rotate(180f), scaleFactor) + currentInputController.aimFrom; debugLineRight = VectorLine.SetLine(Color.red, currentInputController.aimFrom, topRightPoint); debugLineLeft = VectorLine.SetLine(Color.red, currentInputController.aimFrom, topLeftPoint); debugLineBottom = VectorLine.SetLine(Color.red, currentInputController.aimFrom, bottomPoint); }
public void Hide() { if(structure != null) structure.NotifyClickAway(); if(linkToSubject != null) { VectorLine.Destroy(ref linkToSubject); linkToSubject = null; } transform.position += new Vector3( Screen.width + 10000, 0, 0); }
protected override void init() { msh = new Mesh(); vertices2D = new List <Vector2>(); var g = new GameObject(Time.deltaTime.ToString()); g.AddComponent(typeof(MeshRenderer)); MeshFilter filter = g.AddComponent(typeof(MeshFilter)) as MeshFilter; g.GetComponent <MeshRenderer>().material.color = Color.green; g.transform.parent = GisWrapper.polygonParent.transform; type = OperatingToolType.GISPolygon; filter.mesh = msh; line = new VectorLine(ToString(), new List <Vector2>(), null, 1.0f, LineType.Continuous); line.SetColor(Color.white); Reset(); }
public static void CheckDistanceSetup(Transform thisTransform, VectorLine line, Color color, RefInt objectNum) { VectorLine.LineManagerEnable(); if (vectorLines3 == null) { vectorLines3 = new List <VectorLine>(); transforms3 = new List <Transform>(); oldDistances = new List <int>(); colors = new List <Color>(); objectNumbers3 = new List <RefInt>(); VectorLine.LineManagerCheckDistance(); } transforms3.Add(thisTransform); vectorLines3.Add(line); oldDistances.Add(-1); colors.Add(color); objectNum.i = _arrayCount3++; objectNumbers3.Add(objectNum); }
/// <summary> /// void Start () /// /// Initializes the gameboard. /// /// </summary> void Start() { //Add observers NotificationCenter.DefaultCenter().AddObserver(this, "Pause"); NotificationCenter.DefaultCenter().AddObserver(this, "Unpause"); //Move gameboard into position gameObject.transform.position = new Vector3(0, 0, 1f); //Create tileboard Debug.Log("Creating TileBoard"); for (int x = 0; x < GridWidth; x++) { for (int y = 0; y < GridHeight; y++) { GameObject g = Instantiate(tilePrefab, new Vector3(x, y, 0), Quaternion.identity) as GameObject; g.transform.name = string.Format("Tile ({0},{1})", x, y); g.transform.parent = gameObject.transform; tileBoard[x, y] = g.GetComponent <Tile>(); g.GetComponent <SliderJoint2D>().anchor = new Vector2(x + GridXOffset, y); } } //Create line object arrayLine = new VectorLine("MyLine", new Vector3[100], Color.green, arrayLineMat, 5.0f, LineType.Continuous, Joins.Fill); arrayLineTip = new VectorLine("MyLine", new Vector3[100], Color.red, arrayTipMat, 5.0f, LineType.Continuous, Joins.Fill); arrayLine.ZeroPoints(); arrayLineTip.ZeroPoints(); //Initialize dimmer dim = Instantiate(dimPrefab, new Vector3(-GridXOffset, -1.509109f, -2f), Quaternion.identity) as GameObject; dim.transform.name = "Dimmer"; dim.transform.parent = gameObject.transform; dim.renderer.enabled = false; dim.renderer.sortingLayerName = "Default"; dim.renderer.sortingOrder = 0; //Initialize lifebar lifeBar.renderer.enabled = false; lifeBar.renderer.sortingLayerName = "GUI"; lifeBar.renderer.sortingOrder = 1; gameObject.transform.position = new Vector3(GridXOffset, GridYOffset, 0); }
void Start() { VectorLine.SetCamera3D(myCamera); demoLine = new VectorLine("demoLine", new List <Vector3>(), 20.0f, LineType.Discrete); Hemisphere.CreateHemisphereMesh(); demoLine.points3.Add(target1.transform.position); demoLine.points3.Add(pos.transform.position); demoLine.points3.Add(target2.transform.position); demoLine.points3.Add(pos.transform.position); demoLine.Draw3DAuto(); origin = GameObject.CreatePrimitive(PrimitiveType.Sphere); origin.transform.position = pos.transform.position; Destroy(origin.GetComponent <MeshRenderer>()); freedomPos = GameObject.CreatePrimitive(PrimitiveType.Sphere); freedomPos.transform.localScale = new Vector3(0.01F, 0.01F, 0.01F); Destroy(freedomPos.GetComponent <MeshRenderer>()); }
public void Initialize( ) { SUCCESS_DIST = Screen.width * 0.035f; Debug.Log(SUCCESS_DIST); target_lines = new VectorLine("target_lines", new Vector2[8], Color.black, null, 4); //float w = target_screen_rect.width * Screen.width; float max_w = Screen.height * aspect_ratio.x / aspect_ratio.y; float min_w = Screen.width / 15; float max_h = Screen.width * aspect_ratio.y / aspect_ratio.x; float min_h = Screen.height / 15; float w = Random.RandomRange(min_w, max_w); float h = w * aspect_ratio.y / aspect_ratio.x / ((float)Screen.width / (float)Screen.height); //target_screen_rect.height * Screen.height; while (h > max_h || h < min_h) { Debug.Log("Was of improper y"); w = Random.RandomRange(min_w, max_w); h = w * aspect_ratio.y / aspect_ratio.x / ((float)Screen.width / (float)Screen.height); } float x = Random.RandomRange(0, Screen.width - w); //target_screen_rect.x * Screen.width; float y = Random.RandomRange(h, Screen.height); //target_screen_rect.y * Screen.height; target_size = new Rect(x, y, w, h); target_lines.MakeRect(target_size); target_lines.Draw( ); top_left = new Vector2(target_size.xMin, target_size.yMax); // - target_size.height ); top_right = new Vector2(target_size.xMax, target_size.yMax); // - target_size.height ); bottom_left = new Vector2(target_size.xMin, target_size.yMin); // - target_size.height ); bottom_right = new Vector2(target_size.xMax, target_size.yMin); // - target_size.height ); initialized = true; }
public void FillTrajectoryTrail() { // Build points list var pointsList = new List <Vector3>(); for (float theta = 0; theta < Pi2; theta += this.TrajectoryTrailDetail) { var x = (float)(this.distanceFromSun * Math.Cos(theta)); var z = (float)(this.distanceFromSun * Math.Sin(theta)); pointsList.Add(new Vector3(x, this.transform.position.y, z)); } // Create path line this.trajectoryPath = new VectorLine( "PlanetTrajectoryPath", pointsList.ToArray(), this.TrajectorTrailMaterial, this.TrajectoryTrailSize, LineType.Continuous); }
public LegendLine(GraphLines parent, Guid id, int index, Color color) { Transform transform = parent.m_legendMesh.transform; Vector3 position = transform.position; m_id = id; m_vector = new VectorLine("LegendLine" + index, new Vector3[2], parent.m_lineMaterial, parent.m_lineWidth, LineType.Discrete); m_vector.color = color; m_vector.drawTransform = transform; m_vector.Draw3DAuto(); float spacing = parent.m_legendMesh.characterSize * 1.5F; // Position legend line relative to text descriptions Vector3 point1 = new Vector3(-2.0F, -(spacing / 2.0F + index * spacing), -position.z); Vector3 point2 = new Vector3(-0.5F, point1.y, point1.z); m_vector.points3[0] = point1; m_vector.points3[1] = point2; }
/// <summary> /// This should be called when updating the object's personal properties /// </summary> public virtual void UpdateObjectParameters() { var local = GameDiameter; if (Parent != null && Parent.Obj != null) { local = (GameDiameter / Parent.Obj.transform.localScale.x) * 1.5f; } this.Obj.transform.localScale = new Vector3(local, local, local); // This is a dumb way to enforce that the object is in the right location UpdateOrbitLocation(0f); ForceVisualUpdate(); if (Parent != null) { _swimLane = null; var sl = SwimLane; } }
// Use this for initialization void Start() { VectorManager.useDraw3D = true; var pos3d = transf.Select(x => x.position).ToList(); var pos2d = pos3d.Select(x => new Vector2(x.x, x.y)).ToList(); //draw 2d vobj.vectorLine.Resize(pos2d.Count + 1); vobj.vectorLine.points2 = pos2d; vobj.vectorLine.points3 = pos3d; vobj.vectorLine.Draw(); //draw 3d var vl = new VectorLine("a", pos3d, 100f); vobj3d.SetVectorLine(vl, vobj.texture, mat); vl.points3.ForEach(x => Debug.Log(x)); vl.Draw3DAuto(); }
public void removeLine() { point1active = false; point2active = false; PlaybackControl pc = GameObject.Find("PlaybackControl").GetComponent <PlaybackControl> (); VectorLine.Destroy(ref myLine); pc.drawLine = false; lineCrossed = 0; crossingSpeed = 0.0f; crossings = new List <decimal> (); InfoText it = GameObject.Find("InfoText").GetComponent <InfoText> (); if (it.diagram) { it.removeDiagram(); } }
void CreateLine(Color lineColor, int lineSize) { points = new Vector3[2] { RodControllerTest.Instance.rodTip.position, LurePosition.position }; myLine = VectorLine.SetLine3D(lineColor, points); myLine.joins = Joins.Fill; myLine.material = lineMat; SetLineWidth(lineSize, lineColor); /*VectorLine.SetLineParameters (lineColor, null, lineSize, 1, * 1, LineType.Continuous, Joins.Fill); * myLine.Resize(N);*/ myLine.Resize(N); if (myLine == null) { Debug.Log("CreateLine null"); } this.UpdateEndPoints(); }
public void showTrajectory() { VectorLine.SetCamera(GameObject.Find("Flycam").GetComponent <Camera>()); List <Vector3> points = new List <Vector3>(); for (int i = 0; i < positions.Count - 1; i++) { PedestrianPosition a = (PedestrianPosition)positions.GetByIndex(i); points.Add(new Vector3(a.getX(), 0.01f, a.getY())); } if (points.Count < 2) { return; } trajectory = VectorLine.SetLine3D(myColor, points.ToArray()); trajectory.lineWidth = 3.0f; pc.trajectoriesShown = true; trajectoryVisible = true; }
//实际显示大小 public float GetWorldLineWidth() { float ret = Common.ScreenToWorldWidth(mainCam, lineWidth); return(ret); if (listLine.Count != 0) { VectorLine line = listLine[0] as VectorLine; GameObject obj = line.GetObj(); Renderer rd = obj.GetComponent <Renderer>(); if (rd != null) { ret = Mathf.Min(rd.bounds.size.x, rd.bounds.size.y); Debug.Log("line real = " + ret + " w=" + Common.ScreenToWorldWidth(mainCam, lineWidth) + " h=" + Common.ScreenToWorldHeight(mainCam, lineWidth)); } } return(ret); }
void Start() { startIndex = -visibleLineSegments; endIndex = 0; // Make Vector3 array where the size is the number of segments plus one, since we'll use a continuous line var linePoints = new List <Vector3>(segments + 1); // Make a VectorLine object using the above points, with a width of 2 pixels line = new VectorLine("LeadIn", linePoints, 2.0f, LineType.Continuous, Joins.Weld); line.texture = Manager.use.lineTexture; line.material = Manager.use.lineMaterial; line.color = Manager.use.colorNormal; line.capLength = Manager.use.capLength; var x = -22; var y = -15; line.MakeSpline(new Vector3[] { new Vector3(x, y, 10), new Vector3(x, y, 200) }); }
// Start is called before the first frame update void Start() { CommonData.Lenght = Lenght; CommonData.numberOfLines = numberOfLines; distanceBetweenLines = Lenght / (2 * numberOfLines); CommonData.distanceBetweenLines = distanceBetweenLines; CommonData.X_position = gameObject.transform.localPosition.x; CommonData.Z_position = gameObject.transform.localPosition.z; Debug.Log("x=" + gameObject.transform.localPosition.x + " z=" + gameObject.transform.localPosition.z); CommonData.Scale = gameObject.transform.localScale.x; CommonData.Y_Rotate = gameObject.transform.localEulerAngles.y; gridPoints = new List <Vector3>(); XOY_Points = new List <Vector3>(); spline_Current_Points = new List <Vector3>(); spline_Base_Points = new List <Vector3>(); colorGrid = Color.white; colorSpline_Current = Color.red; colorSpline_Base = Color.blue; colorXOY = Color.white; VectorLine.SetCamera3D(CameraMain); VectorLine.SetEndCap("arrow", EndCap.Both, 0, -3, -3, 3, lineTex, frontTex, frontTex); Grid = new VectorLine("Grid", gridPoints, lineWidth * CommonData.distanceBetweenLines); XOY_Line = new VectorLine("XOY_Line", XOY_Points, 8 * lineWidth * CommonData.distanceBetweenLines); Spline_Base = new VectorLine("Spline_Base", spline_Base_Points, 10 * lineWidth * CommonData.distanceBetweenLines, LineType.Continuous); Spline_Current = new VectorLine("Spline_Current", spline_Current_Points, 10 * lineWidth * CommonData.distanceBetweenLines, LineType.Continuous); // var graph_current = GameObject.Find("Spline_Current"); // var graph_base = GameObject.Find("Spline_Base"); // // var controller = GameObject.Find("Controller"); // // // graph_current.transform.parent = controller.transform; // graph_base.transform.parent = controller.transform; // // // graph_current.transform.localPosition = new Vector3(0, 0, -0.015f); // graph_base.transform.localPosition = new Vector3(0, 0, -0.015f); }
void Start() { position = new Vector2(radius + 20, Screen.height - (radius + 20)); // Set up a white circle for the background of the power bar var circle = new VectorLine("BarBackground", new List <Vector2>(50), null, lineWidth, LineType.Continuous, Joins.Weld); circle.MakeCircle(position, radius); circle.Draw(); // Make the power bar by drawing a 270° arc bar = new VectorLine("TotalBar", new List <Vector2>(segmentCount + 1), null, lineWidth - 4, LineType.Continuous, Joins.Weld); bar.color = Color.black; bar.MakeArc(position, radius, radius, 0.0f, 270.0f); bar.Draw(); currentPower = Random.value; SetTargetPower(); // Set the initial bar colors by coloring the segments from the beginning to the current power level bar.SetColor(Color.red, 0, (int)Mathf.Lerp(0, segmentCount, currentPower)); }
private void DrawOrbitLine() { /* * float angle = Mathf.Atan2(primary.y - periapsis.y, primary.x - periapsis.x); * float a = Vector2.Distance(primary, periapsis) / (1 - eccentricity); * float b = Mathf.Sqrt(a * a * (1 - eccentricity * eccentricity)); * Vector3 orbitOrigin = new Vector3(periapsis.x + a * Mathf.Cos(angle), periapsis.y + a * Mathf.Sin(angle), 10); * VectorLine orbitLine = new VectorLine(gameObject.name + " Orbit", new List<Vector3>(GameManager.singleton.orbitLineSegments + 1), * Resources.Load<Texture>("thinline"), 5.0f, LineType.Continuous); * * * orbitLine.MakeEllipse(orbitOrigin, a, b, 180, pointRotation: angle); * orbitLine.SetColor(new Color32(255, 255, 255, 64)); * orbitLine.Draw3D(); */ orbitLine = new VectorLine(gameObject.name + " Orbit", GetLineVertices(), Resources.Load <Texture>("thinline"), 5.0f, LineType.Continuous); orbitLine.SetColor(orbitColor); orbitLine.SetWidths(GetLineWidths()); orbitLine.Draw3D(); //List<float> lineWidths = new List<float>(); }
public void Setup(VectorLine line, bool makeBounds) { if (makeBounds) { VectorManager.SetupBoundsMesh(gameObject, line); } // Adjust points to this position, so the line doesn't have to be updated with the transform of this object // Also make sure the points are unique by creating a new list and copying the points over m_originalMatrix = transform.localToWorldMatrix; var thisPoints = new List <Vector3>(line.points3); for (int i = 0; i < thisPoints.Count; i++) { thisPoints[i] = m_originalMatrix.MultiplyPoint3x4(thisPoints[i]); } line.points3 = thisPoints; m_vectorLine = line; VectorManager.VisibilityStaticSetup(line, out m_objectNumber); StartCoroutine(WaitCheck()); }
public void Setup(VectorLine line) { if (!VectorManager.use) { Debug.LogError("The VectorManager script must be attached to an object in the scene"); return; } // Adjust points to this position, so the line doesn't have to be updated with the transform of this object // We make a new array since each line must therefore be a unique instance, not a reference to the original set of Vector3s var thisPoints = new Vector3[line.points3.Length]; var thisMatrix = transform.localToWorldMatrix; for (int i = 0; i < thisPoints.Length; i++) { thisPoints[i] = thisMatrix.MultiplyPoint3x4(line.points3[i]); } line.points3 = thisPoints; vectorLine = line; VectorManager.use.VisibilityStaticSetup(line, out m_objectNumber); StartCoroutine(WaitCheck()); }
public void Setup(VectorLine line, bool makeBounds) { if (makeBounds) { VectorManager.SetupBoundsMesh(gameObject, line); } // Adjust points to this position, so the line doesn't have to be updated with the transform of this object // We make a new array since each line must therefore be a unique instance, not a reference to the original set of Vector3s var thisPoints = new Vector3[line.points3.Length]; var thisMatrix = transform.localToWorldMatrix; for (int i = 0; i < thisPoints.Length; i++) { thisPoints[i] = thisMatrix.MultiplyPoint3x4(line.points3[i]); } line.points3 = thisPoints; m_vectorLine = line; VectorManager.VisibilityStaticSetup(line, out m_objectNumber); StartCoroutine(WaitCheck()); }
public void CheckDistanceSetup(Transform thisTransform, VectorLine line, Color color, RefInt objectNum) { if (!checkRunning) { isVisible3 = new List <bool>(); transforms3 = new List <Transform>(); vectorLines3 = new List <VectorLine>(); oldDistances = new List <int>(); colors = new List <Color>(); objectNumbers3 = new List <RefInt>(); InvokeRepeating("CheckDistance", .01f, distanceCheckFrequency); checkRunning = true; } isVisible3.Add(true); transforms3.Add(thisTransform); vectorLines3.Add(line); oldDistances.Add(-1); colors.Add(color); objectNum.i = arrayCount3++; objectNumbers3.Add(objectNum); }
private void Start() { DrawCurve.use = this; DrawCurve.cam = Camera.get_main(); this.oldWidth = Screen.get_width(); this.oldSegments = this.segments; List <Vector2> vector2List = new List <Vector2>(); vector2List.Add(new Vector2((float)Screen.get_width() * 0.25f, (float)Screen.get_height() * 0.25f)); vector2List.Add(new Vector2((float)Screen.get_width() * 0.125f, (float)Screen.get_height() * 0.5f)); vector2List.Add(new Vector2((float)Screen.get_width() - (float)Screen.get_width() * 0.25f, (float)Screen.get_height() - (float)Screen.get_height() * 0.25f)); vector2List.Add(new Vector2((float)Screen.get_width() - (float)Screen.get_width() * 0.125f, (float)Screen.get_height() * 0.5f)); this.controlLine = new VectorLine("Control Line", vector2List, 2f); this.controlLine.set_color(Color32.op_Implicit(new Color(0.0f, 0.75f, 0.1f, 0.6f))); this.controlLine.Draw(); this.line = new VectorLine("Curve", new List <Vector2>(this.segments + 1), this.lineTexture, 5f, (LineType)0, (Joins)1); this.line.MakeCurve(Vector2.op_Implicit(vector2List[0]), Vector2.op_Implicit(vector2List[1]), Vector2.op_Implicit(vector2List[2]), Vector2.op_Implicit(vector2List[3]), this.segments); this.line.Draw(); this.AddControlObjects(); this.AddControlObjects(); }
protected override bool create_line() { if (line == null || points.Length != line.points3.Count) { destroy_line(); scaled_space = MapView.MapIsEnabled; #pragma warning disable IDE0017 // Simplify object initialization line = new VectorLine(name, new List <Vector3>(points.Length), width, LineType.Continuous, Joins.Fill); #pragma warning restore IDE0017 // Simplify object initialization line.texture = _material.mainTexture; line.material = _material; line.continuousTexture = true; line.ContinuousTextureOffset = 0; line.smoothColor = true; line.UpdateImmediate = true; line.capLength = 0; line.layer = scaled_space ? mapMask : flightMask; } return(line != null); }
void Start() { Random.seed = 42; hero = GameObject.Find("pre_bat"); VectorLine vl = new VectorLine("help", new Vector3[60], lineMat, lineWidth, LineType.Discrete, Joins.Weld); //CreateLine (new Vector3 (0.0f, 0.0f, 0.0f), new Vector3 (400.0f, 400.0f, 0.0f)); vl.MakeText("123456", new Vector3(10.0f, 310.0f, 0.0f), 15.0f); vl.endCap = "Cap"; //vl.joins = Joins.Weld; vl.Draw(); // }
void Start() { //VectorLine.SetCamera3D(); //Vector2[] linePoints = {new Vector2(0,0),new Vector2(1,1)}; //VectorLine myline = new VectorLine.SetLine(Color.green, new Vector2(0, 0), new Vector2(1, 1)); Vector2[] linePoints = { new Vector2(0, 0), new Vector2(1, 1) }; Material line = (Material)Resources.Load("Line"); VectorLine myline = new VectorLine("MyLine", linePoints, null, 0.05f, LineType.Continuous); //VectorLine.SetCanvasCamera (Camera.main); //c.re Rect r = new Rect(0, 0, 2, 1); //myline.make myline.MakeRoundedRect(r, 0.2f, 10); myline.SetColor(Color.black); myline.Draw(); }
public void AddLine(VectorLine vectorLine, Transform thisTransform, float time) { if (time > 0.0f) // Needs to be before the line check, to accommodate re-added lines { StartCoroutine(DisableLine(vectorLine, time, false)); } for (int i = 0; i < lineCount; i++) { if (vectorLine == lines[i]) { return; } } lines.Add(vectorLine); transforms.Add(thisTransform); if (++lineCount == 1) { enabled = true; } }
/*! * \brief Constructor * \param graphHeight Max Y value * \param graphWidth Max number of values on the X axis (cannot be modified) * \param panelinfos contains the panel Transform values \sa PanelInfos */ public TestFlatLine(int graphWidth, float graphHeight, PanelInfos panelInfos, string name = "") { this.name = name; this._panelInfos = panelInfos; this._graphWidth = graphWidth; this.graphHeight = graphHeight; computeRatios(); this.color = generateAppropriateColor(); this._floatList = new List <float>(); this._pointsLinkedList = new LinkedList <Vector2>(); this._pointsList = new List <Vector2>(); this._vectorline = new VectorLine("GraphNL_" + name, _pointsList, 1.0f, LineType.Continuous, Joins.Weld); this._vectorline.color = this.color; this._vectorline.layer = _panelInfos.layer; resize(); redraw(); }
public void HohmannTransfer(Orbit target) { if (target.primary != primary) { Debug.Log("Orbits have different primaries. Cannot calculate Hohmann transfer."); return; } Vector3 transferApsis = target.GetPosition(currentAngle + Mathf.PI + periapsisAngle - target.periapsisAngle); //apsis opposite current position //Debug.Log("Apsis " + transferApsis); Vector2 transferCenter = (Vector2)(transferApsis + transform.position) / 2.0f; //Debug.Log("Center " + transferCenter); float transferEccentricity = Vector2.Distance(transferCenter, primary) / Vector2.Distance(transferCenter, (Vector2)transform.position); //float transferC = Vector2.Distance(transferCenter, primary); //float transferSemiMajorAxis = Vector2.Distance(transferCenter, (Vector2)transform.position); //float transferPeriod = (period + target.period) / 2.0f; Vector2 transferPeriapsis; float transferAngle; if (Vector2.Distance((Vector2)transform.position, primary) < Vector2.Distance(transferApsis, primary)) { transferPeriapsis = transform.position; transferAngle = 0.0f; //Debug.Log(transferStartingAngle); } else { //Debug.Log("inward at " + transferApsis); transferPeriapsis = transferApsis; transferAngle = Mathf.PI; //Debug.Log(transferPeriapsis); } //GameObject obj = new GameObject(); //obj.SetActive(false); //Orbit transferOrbit = obj.AddComponent<Orbit>(); VectorLine.Destroy(ref orbitLine); Initialize(primary, transferPeriapsis, transferEccentricity, period, transferAngle); currentTime = -currentTime; DrawOrbitLine(); //obj.SetActive(true); }
private void generatePointsAndDraw() { Debug.LogError("TestPanelPerimeter generatePointsAndDraw with tppmode=" + tppmode + " in " + name); if (TPPMode.RANDOM == tppmode) { point1 = new GameObject(); point1.name = "point1-global"; Vector2 position1 = generateRandomPoint(); point1.transform.position = position1; point2 = new GameObject(); point2.name = "point2-global"; Vector2 position2 = generateRandomPoint(); point2.transform.position = position2; List <Vector2> linePoints = new List <Vector2>() { position1, position2 }; this._vectorline = new VectorLine("Graph_" + name, linePoints, 1.0f, LineType.Continuous, Joins.Weld); this._vectorline.color = this.color; this._vectorline.layer = _panelInfos.layer; this._vectorline.Draw(); } else if (TPPMode.PERIMETER == tppmode) { string debug = "linePointsPerimeter=["; foreach (Vector2 point in linePointsPerimeter) { debug += point + ";"; } debug += "]"; Debug.LogError("generatePointsAndDraw: " + debug); this._vectorline = new VectorLine("Graph_" + name, linePointsPerimeter, 1.0f, LineType.Continuous, Joins.Weld); this._vectorline.color = this.color; this._vectorline.layer = _panelInfos.layer; this._vectorline.Draw(); } }
// Update is called once per frame void Update() { if (fromFile) { shape = VectorLine.BytesToVector3List(shapeFile.bytes); } if (!isStatic) { for (int i = 0; i < shape.Count; i++) { if (!fromFile) { line.points3[i] = transform.TransformPoint(mesh.vertices[i]); } else { Vector3 newPoint = transform.TransformPoint(shape[i]); if (i % 2 == 0) { // newPoint = newPoint + Vector3.forward * Mathf.Sin(Time.time * 5f + (float)i/5f); } // newPoint = transform.TransformRotation(shape[i]); line.points3[i] = newPoint; if (i == 0) { // Debug.Log( transform.TransformPoint(shape[i])); } } if (changeColor) { line.SetColor(Color.Lerp(color, new Color(0, 0, 0, 0) + Color.white * 0.5f, Mathf.PingPong(Time.time + offset, 1)), i); } } line.Draw3D(); } }