public setRotation ( |
||
forward | ||
up | ||
return | RESULT |
// Start is called before the first frame update void Start() { SoundSystem.instance.ErrorCheck(SoundSystem.instance.GetSoundSystem().createGeometry(1, 4, out _geometry)); // Cogemos la rotación y la posición FMOD.VECTOR position = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.position); FMOD.VECTOR forward = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.forward); FMOD.VECTOR up = FMODUnity.RuntimeUtils.ToFMODVector(gameObject.transform.up); //Ponemos la pared en la posición y mirando hacia donde mira el gameobject _geometry.setPosition(ref position); _geometry.setRotation(ref forward, ref up); Vector3 size = gameObject.transform.localScale; FMOD.VECTOR[] vertices = new FMOD.VECTOR[4]; vertices[0].x = ((-size.x / 2)); vertices[0].y = (size.y); vertices[0].z = 0; vertices[1].x = ((size.x / 2)); vertices[1].y = (size.y); vertices[1].z = 0; vertices[2].x = ((size.x / 2)); vertices[2].y = (-size.y); vertices[2].z = 0; vertices[3].x = ((-size.x / 2)); vertices[3].y = (-size.y); vertices[3].z = 0; SoundSystem.instance.ErrorCheck(_geometry.addPolygon(directOcclusion, reverbOcclusion, true, 4, vertices, out _polygonIndex)); }