//private Transform _transform; void Start() { //_transform = transform; VectorLine.canvas.sortingOrder = -1; VectorLine.SetCanvasCamera(Camera.main); }
void Start () { // Make a bunch of points in a spherical distribution var starPoints = new Vector3[numberOfStars]; for (int i = 0; i < numberOfStars; i++) { starPoints[i] = Random.onUnitSphere * 100.0f; } // Make each star have a size ranging from 1.5 to 2.5 var starSizes = new float[numberOfStars]; for (int i = 0; i < numberOfStars; i++) { starSizes[i] = Random.Range (1.5f, 2.5f); } // Make each star have a random shade of grey var starColors = new Color32[numberOfStars]; for (int i = 0; i < numberOfStars; i++) { var greyValue = Random.value * .75f + .25f; starColors[i] = new Color(greyValue, greyValue, greyValue); } stars = new VectorLine("Stars", new List<Vector3>(starPoints), 1.0f, LineType.Points); stars.SetColors (new List<Color32>(starColors)); stars.SetWidths (new List<float>(starSizes)); stars.Draw(); // We want the stars to be drawn behind 3D objects, like a skybox. So we use SetCanvasCamera, // which makes the canvas draw with RenderMode.OverlayCamera using Camera.main. // Note that SetCanvasCamera should be called after the VectorLine is drawn, // or else the VectorLine won't be drawn correctly. VectorLine.SetCanvasCamera (Camera.main); VectorLine.canvas.planeDistance = Camera.main.farClipPlane-1; }
private void Start() { Vector3[] vector3Array = new Vector3[this.numberOfStars]; for (int index = 0; index < this.numberOfStars; ++index) { vector3Array[index] = Vector3.op_Multiply(Random.get_onUnitSphere(), 100f); } float[] numArray = new float[this.numberOfStars]; for (int index = 0; index < this.numberOfStars; ++index) { numArray[index] = Random.Range(1.5f, 2.5f); } Color32[] color32Array = new Color32[this.numberOfStars]; for (int index = 0; index < this.numberOfStars; ++index) { float num = (float)((double)Random.get_value() * 0.75 + 0.25); color32Array[index] = Color32.op_Implicit(new Color(num, num, num)); } this.stars = new VectorLine("Stars", new List <Vector3>((IEnumerable <Vector3>)vector3Array), 1f, (LineType)2); this.stars.SetColors(new List <Color32>((IEnumerable <Color32>)color32Array)); this.stars.SetWidths(new List <float>((IEnumerable <float>)numArray)); this.stars.Draw(); VectorLine.SetCanvasCamera(Camera.get_main()); VectorLine.get_canvas().set_planeDistance(Camera.get_main().get_farClipPlane() - 1f); }
void Start() { //StartCoroutine ("CreateUsersTesting"); VectorLine.SetCanvasCamera(Camera.main); VectorLine.canvas.renderMode = RenderMode.WorldSpace; }
// Use this for initialization void Start() { rb = GetComponent <Rigidbody2D>(); anim = GetComponent <Animator>(); //rope_renderer = GetComponent<LineRenderer>(); rope_renderer = new VectorLine("Rope", new List <Vector3> { new Vector3(), new Vector3(), new Vector3() }, RopeWidth, LineType.Continuous); rope_renderer.Draw(); VectorLine.canvas.renderMode = RenderMode.ScreenSpaceCamera; VectorLine.SetCanvasCamera(Camera.main); VectorLine.canvas.sortingLayerName = "Projectile"; //Debug.Log(string.Format("{0}", VectorLine.canvas.sortingLayerName)); // initiate two anchors for (int i = 0; i < NUM_ANCHORS; i++) { GameObject anchor = Instantiate <GameObject>(ProjectilePrefab); anchor.GetComponent <SpriteRenderer>().enabled = false; anchor.GetComponent <Rigidbody2D>().simulated = false; anchor.GetComponent <projectile_flying>().Shooter = gameObject; Anchors.Add(anchor); sqL0.Add(SquareMaxRopeLength); } }
void Start() { camera2d = GameObject.Find("Camera2d").GetComponent <Camera> (); VectorLine.SetCanvasCamera(camera2d); VectorLine.canvas3D.sortingLayerName = "World"; gridLine = new VectorLine("Grid", new Vector2[0], null, 1.0f); drawLine = new VectorLine("DrawLine", new Vector3[0], null, 1.0f, isContinue? LineType.Continuous : LineType.Discrete, isContinue ? Joins.None : Joins.None); //drawLine.rectTransform.gameObject.AddComponent<Outline>(); rulerLine = new VectorLine("Ruler", new Vector3[0], null, 1.0f, LineType.Discrete); segmentOutline = new VectorLine("SegmentOutline", new Vector3[0], null, 1.0f, LineType.Discrete); segmentFill = new WallFill(VectorLine.canvas3D, "SegmentFill"); Vector2[] room = RoomQuad.GetVertex(); //DrawWall(room); List <Wall2D> roomWalls = DrawHelper.ContinueToDiscrete(room); Home.Get().AddWallList(roomWalls); // VectorLine testLine = new VectorLine("test", new Vector3[] { Vector3.zero, new Vector3(1.0f, 0f, 0f), Vector3.one }, null, 2.0f, LineType.Continuous); // testLine.Draw3D(); // Align 1-pixel lines on the pixel grid, so they don't potentially get messed up by anti-aliasing //gridLine.rectTransform.anchoredPosition = new Vector2 (.5f, .5f); gridLine.rectTransform.anchoredPosition = new Vector2(0f, 0f); //MakeGrid (); //SetScale(DrawHelper.unitPixels); DrawHelper.OnScaleChanged = MakeGrid2; DrawHelper.SetScale(camera2d, DrawHelper.unitPixels); mState = State2D.Idle; }
// Token: 0x06000B32 RID: 2866 RVA: 0x00032DA8 File Offset: 0x000311A8 private void Start() { Vector3[] array = new Vector3[this.numberOfStars]; for (int i = 0; i < this.numberOfStars; i++) { array[i] = UnityEngine.Random.onUnitSphere * 100f; } float[] array2 = new float[this.numberOfStars]; for (int j = 0; j < this.numberOfStars; j++) { array2[j] = UnityEngine.Random.Range(1.5f, 2.5f); } Color32[] array3 = new Color32[this.numberOfStars]; for (int k = 0; k < this.numberOfStars; k++) { float num = UnityEngine.Random.value * 0.75f + 0.25f; array3[k] = new Color(num, num, num); } this.stars = new VectorLine("Stars", new List <Vector3>(array), 1f, LineType.Points); this.stars.SetColors(new List <Color32>(array3)); this.stars.SetWidths(new List <float>(array2)); this.stars.Draw(); VectorLine.SetCanvasCamera(Camera.main); VectorLine.canvas.planeDistance = Camera.main.farClipPlane - 1f; }
// Unity Event Handlers protected void Awake() { // Attempt to reference active mouse orbit script m_mouseOrbitScript = GetComponent <MouseOrbit>(); // Load previous settings from INI file LoadSettings(); // Create line dictionary and data queue m_scales = new ConcurrentDictionary <string, Scale>(); m_dataLines = new ConcurrentDictionary <Guid, DataLine>(); m_dataQueue = new ConcurrentQueue <IList <Measurement> >(); // Initialize status rows and timer to hide status after a period of no updates m_statusText = new string[m_statusRows]; for (int i = 0; i < m_statusRows; i++) { m_statusText[i] = ""; } m_hideStatusTimer = new Timer { AutoReset = false, Interval = StatusDisplayInterval }; m_hideStatusTimer.Elapsed += HideStatusTimer_Elapsed; VectorLine.SetCanvasCamera(Camera.main); VectorLine.canvas.hideFlags = HideFlags.HideInHierarchy; }
// Token: 0x06000B6E RID: 2926 RVA: 0x00034AB8 File Offset: 0x00032EB8 private IEnumerator Start() { base.GetComponent <Renderer>().enabled = false; this.rigidbodies = (UnityEngine.Object.FindObjectsOfType(typeof(Rigidbody)) as Rigidbody[]); VectorLine.canvas.planeDistance = 0.5f; yield return(null); VectorLine.SetCanvasCamera(this.vectorCam); yield break; }
IEnumerator Start() { GetComponent <Renderer>().enabled = false; rigidbodies = FindObjectsOfType(typeof(Rigidbody)) as Rigidbody[]; VectorLine.canvas.planeDistance = .5f; // When using SetCanvasCamera, lines should be drawn first or else they don't appear correctly, so wait a frame for that to happen yield return(null); VectorLine.SetCanvasCamera(vectorCam); }
protected void Awake() { string defaultIniPath = Application.dataPath + "/" + IniFileName; string userIniPath = Application.persistentDataPath + "/" + IniFileName; // Copy INI file with default settings to user INI file if one doesn't exist if (File.Exists(defaultIniPath) && !File.Exists(userIniPath)) { File.Copy(defaultIniPath, userIniPath); } // Load settings from INI file IniFile iniFile = new IniFile(userIniPath); m_title = iniFile["Settings", "Title", m_title]; m_connectionString = iniFile["Settings", "ConnectionString", m_connectionString]; m_filterExpression = iniFile["Settings", "FilterExpression", m_filterExpression]; m_lineWidth = int.Parse(iniFile["Settings", "LineWidth", m_lineWidth.ToString()]); m_lineDepthOffset = float.Parse(iniFile["Settings", "LineDepthOffset", m_lineDepthOffset.ToString()]); m_pointsInLine = int.Parse(iniFile["Settings", "PointsInLine", m_pointsInLine.ToString()]); m_legendFormat = iniFile["Settings", "LegendFormat", m_legendFormat]; m_statusRows = int.Parse(iniFile["Settings", "StatusRows", m_statusRows.ToString()]); m_statusDisplayInterval = double.Parse(iniFile["Settings", "StatusDisplayInterval", m_statusDisplayInterval.ToString()]); m_startTime = iniFile["Settings", "StartTime", m_startTime]; m_stopTime = iniFile["Settings", "StopTime", m_stopTime]; // Attempt to save INI file updates (e.g., to restore any missing settings) try { iniFile.Save(); } catch (Exception ex) { Debug.Log("ERROR: " + ex.Message); } // Attempt to reference active mouse orbit script m_mouseOrbitScript = GetComponent <MouseOrbit>(); // Create line dictionary and data queue m_scales = new ConcurrentDictionary <string, Scale>(); m_dataLines = new ConcurrentDictionary <Guid, DataLine>(); m_dataQueue = new ConcurrentQueue <ICollection <IMeasurement> >(); m_legendLines = new List <LegendLine>(); // Initialize status rows and timer to hide status after a period of no updates m_statusText = new string[m_statusRows]; for (int i = 0; i < m_statusRows; i++) { m_statusText[i] = ""; } m_hideStatusTimer = new System.Timers.Timer(); m_hideStatusTimer.AutoReset = false; m_hideStatusTimer.Interval = m_statusDisplayInterval; m_hideStatusTimer.Elapsed += m_hideStatusTimer_Elapsed; // For mobile applications we use a larger GUI font size. // Other deployments might benefit from this as well - larger // size modes may work also but are not tested switch (Application.platform) { case RuntimePlatform.Android: case RuntimePlatform.IPhonePlayer: if (Screen.height <= 720) { m_guiSize = 2; // 720P } else { m_guiSize = 3; // 1080P or higher } break; } // Create a solid background for the control window m_controlWindowTexture = new Texture2D(1, 1); m_controlWindowTexture.SetPixel(0, 0, new Color32(10, 25, 70, 255)); m_controlWindowTexture.Apply(); VectorLine.SetCanvasCamera(Camera.main); VectorLine.canvas3D.hideFlags = HideFlags.HideInHierarchy; }