public void Setup(VectorLine line, bool makeBounds) { if (makeBounds) { VectorManager.SetupBoundsMesh(gameObject, line); } VectorManager.VisibilitySetup(transform, line, out m_objectNumber); m_vectorLine = line; VectorManager.DrawArrayLine2(m_objectNumber.i); StartCoroutine(VisibilityTest()); }
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()); }