public virtual void Awake() { LineData.use = this; this.ship1Points = VectorLine.BytesToVector3List(this.ship1.bytes); this.ship2Points = VectorLine.BytesToVector3List(this.ship2.bytes); this.ship3Points = VectorLine.BytesToVector3List(this.ship3.bytes); this.ship4Points = VectorLine.BytesToVector3List(this.ship4.bytes); this.titlePoints = VectorLine.BytesToVector3List(this.title.bytes); // Exploded ship parts this.partLocations = new Vector3[] { new Vector3(-0.02f, 3.17f, -1.52f), new Vector3(0f, 1.91f, -0.12f), new Vector3(0f, 1.8f, -2.29f), new Vector3(-0.6f, -0.36f, 0.13f), new Vector3(0.84f, -0.75f, 3f), new Vector3(-1.3f, -0.79f, -2.35f), new Vector3(1.12f, 0f, -1.89f) }; this.partPoints = new List <System.Collections.Generic.List <Vector3> >(7); int i = 0; while (i < 7) { this.partPoints.Add(VectorLine.BytesToVector3List(this.shipParts[i].bytes)); i++; } // Reticle this.reticlePoints = new List <Vector3>(new Vector3[] { new Vector3(-30f, 0f), new Vector3(30f, 0f), new Vector3(0f, -30f), new Vector3(0f, 30f), new Vector3(-5f, 10f), new Vector3(5f, 10f), new Vector3(10f, 5f), new Vector3(10f, -5f), new Vector3(5f, -10f), new Vector3(-5f, -10f), new Vector3(-10f, 5f), new Vector3(-10f, -5f), new Vector3(-10f, 20f), new Vector3(10f, 20f), new Vector3(20f, 10f), new Vector3(20f, -10f), new Vector3(10f, -20f), new Vector3(-10f, -20f), new Vector3(-20f, 10f), new Vector3(-20f, -10f) }); }
// Token: 0x06000AF1 RID: 2801 RVA: 0x0002FDEC File Offset: 0x0002E1EC private void Start() { List <Vector3> points = VectorLine.BytesToVector3List(this.vectorCube.bytes); VectorLine line = new VectorLine(base.gameObject.name, points, 2f); VectorManager.ObjectSetup(base.gameObject, line, Visibility.Dynamic, Brightness.None); }
// Use this for initialization void Start() { if (GetComponent <MeshFilter>() == null) { Destroy(this); } offset = Random.Range(0f, Mathf.PI); shape = new List <Vector3>(); if (shapeFile == null) { fromFile = false; r = GetComponent <MeshFilter>(); mesh = r.mesh; GetComponent <MeshRenderer>().enabled = false; foreach (Vector3 v in mesh.vertices) { shape.Add(v); } } else { fromFile = true; shape = VectorLine.BytesToVector3List(shapeFile.bytes); } line = new VectorLine(gameObject.name, shape, 0.5f, LineType.Continuous, Vectrosity.Joins.Weld); line.color = color; line.smoothWidth = true; line.smoothColor = true; 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])); } } } line.Draw3D(); }
void Start() { // Make a Vector3 array from the data stored in the vectorCube text asset // Try using different assets from the Vectors folder for different shapes (the collider will still be a cube though!) var cubePoints = VectorLine.BytesToVector3List(vectorCube.bytes); // Make a line using the above points, with a width of 2 pixels var line = new VectorLine(gameObject.name, cubePoints, 2.0f); // Make this transform have the vector line object that's defined above // This object is a rigidbody, so the vector object will do exactly what this object does VectorManager.ObjectSetup(gameObject, line, Visibility.Dynamic, Brightness.None); }
// 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(); } }
private void Start() { VectorManager.ObjectSetup(((Component)this).get_gameObject(), new VectorLine(((Object)((Component)this).get_gameObject()).get_name(), VectorLine.BytesToVector3List(this.vectorCube.get_bytes()), 2f), (Visibility)0, (Brightness)1); }