protected override void configVector(VectorGraphic vector) { base.configVector(vector); vector.maximumMagnitude = 1500f; vector.minimumMagnitude = 0.025f; vector.maxLength = 4f; vector.minLength = 0.5f; vector.maxWidth = 0.2f; vector.minWidth = 0.04f; }
protected VectorGraphic[] getVectors(int count) { GameObject obj; var v = new VectorGraphic[count]; for (int i = 0; i < count; i++) { obj = new GameObject("PartModule Vector object"); obj.layer = gameObject.layer; v [i] = obj.AddComponent <VectorGraphic> (); configVector(v [i]); } return(v); }
void Awake() { /* layer change must be done before adding the Graphic components */ GameObject obj = new GameObject("Translation Vector Object"); obj.layer = gameObject.layer; obj.transform.parent = transform; obj.transform.localPosition = Vector3.zero; transVector = obj.AddComponent <VectorGraphic> (); Color color = Color.green; color.a = 0.4f; transVector.color = color; transVector.offset = 0.6f; transVector.maxLength = 3f; transVector.minLength = 0.25f; transVector.maxWidth = 0.16f; transVector.minWidth = 0.05f; transVector.upperMagnitude = 5; transVector.lowerMagnitude = threshold; transVector.exponentialScale = true; obj = new GameObject("Torque Vector Object"); obj.layer = gameObject.layer; obj.transform.parent = transform; obj.transform.localPosition = Vector3.zero; torqueVector = obj.AddComponent <VectorGraphic> (); color = XKCDColors.ReddishOrange; color.a = 0.6f; torqueVector.color = color; torqueVector.offset = 0.6f; torqueVector.maxLength = 3f; torqueVector.minLength = 0.25f; torqueVector.maxWidth = 0.16f; torqueVector.minWidth = 0.05f; torqueVector.upperMagnitude = 5; torqueVector.lowerMagnitude = threshold; torqueVector.exponentialScale = true; obj = new GameObject("Torque Circle Object"); obj.layer = gameObject.layer; obj.transform.parent = transform; obj.transform.localPosition = Vector3.zero; torqueCircle = obj.AddComponent <CircularVectorGraphic> (); MoI = gameObject.AddComponent <MomentOfInertia> (); }
void Awake() { var obj = new GameObject ("DragForce Vector object"); obj.layer = gameObject.layer; obj.transform.parent = gameObject.transform; obj.transform.localPosition = Vector3.zero; vector = obj.AddComponent<VectorGraphic> (); vector.upperMagnitude = 150; vector.maxLength = 2; vector.minLength = 0.25f; vector.maxWidth = 0.08f; vector.minWidth = 0.02f; vector.offset = 0.6f; vector.value = Vector3.zero; vector.enabled = true; }
void Awake() { var obj = new GameObject("DragForce Vector object"); obj.layer = gameObject.layer; obj.transform.parent = gameObject.transform; obj.transform.localPosition = Vector3.zero; vector = obj.AddComponent <VectorGraphic> (); vector.upperMagnitude = 150; vector.maxLength = 2; vector.minLength = 0.25f; vector.maxWidth = 0.08f; vector.minWidth = 0.02f; vector.offset = 0.6f; vector.value = Vector3.zero; vector.enabled = true; }
protected virtual void configVector(VectorGraphic vector) { vector.setColor(color); }
protected void createVectors(int count) { GameObject obj; vectors = new VectorGraphic[count]; for (int i = 0; i < count; i++) { obj = new GameObject ("PartModule Vector object"); obj.layer = gameObject.layer; vectors [i] = obj.AddComponent<VectorGraphic> (); configVector(vectors [i]); } }
protected virtual void configVector(VectorGraphic vector) { vector.setColor (color); }