public void EndTravel() { traveling = false; arrowObject.arrowHead.arrowTipMode = ArrowTip.ArrowTipMode.None; arrowObject.arrowTail.arrowTipMode = ArrowTip.ArrowTipMode.None; arrowObject.arrowPath.arrowPathMode = ArrowPath.ArrowPathMode.None; arrowObject.updateArrowMesh(); }
void Update() { arrowObject.arrowPath.startPoint = new Vector3(-10, 0, -2.5f); arrowObject.arrowPath.endPoint = new Vector3(5 + 8f * Mathf.Sin(fi), 0, -2.5f); arrowObject.updateArrowMesh(); fi += 2f * Time.deltaTime; }
// Update is called once per frame void Update() { KeyboardTargetingDirection(); arrowIndicator.arrowPath.endPoint = currentTarget.position; arrowIndicator.arrowPath.startPoint = targetOrigin.position; arrowIndicator.updateArrowMesh(); //if (Input.GetKeyDown("1")) //{ // SwitchTargetRange(1); //} //if (Input.GetKeyDown("2")) //{ // SwitchTargetRange(2); //} //if (Input.GetKeyDown("3")) //{ // SwitchTargetRange(3); //} //if (Input.GetKeyDown("4")) //{ // SwitchTargetRange(4); //} }
//public GameObject frontPiece; void Update() { arrowObject.arrowPath.startPoint = startPoint.transform.position; arrowObject.arrowPath.endPoint = new Vector3(endPoint.position.x, endPoint.position.y, endPoint.position.z * 10 * Mathf.Abs(Mathf.Sin(fi))); arrowObject.updateArrowMesh(); fi += 1f * Time.deltaTime; }
void Update() { fi += 1f * Time.deltaTime; arrowObject.arrowPath.startPoint = new Vector3(-10, 0, +10 * Mathf.Sin(fi)); arrowObject.arrowPath.endPoint = new Vector3(10, 0, -10 * Mathf.Sin(fi)); arrowObject.updateArrowMesh(); }
void Update() { fi += rotationSpeed * Time.deltaTime; omega += distanceChangeSpeed * Time.deltaTime; arrowObject.arrowPath.startPoint = new Vector3(0, 0, 0); arrowObject.arrowPath.endPoint = new Vector3((Mathf.Sin(omega) * distanceOscilation + distance) * Mathf.Sin(fi), 0, (Mathf.Sin(omega) * distanceOscilation + distance) * Mathf.Cos(fi)); arrowObject.updateArrowMesh(); }
void Update() { arrowObject.arrowPath.startPoint = new Vector3(-10, 0, -5); arrowObject.arrowPath.endPoint = new Vector3(8f * Mathf.Sin(fi), 0, -5); fi += 2f * Time.deltaTime; arrowObject.arrowPath.rotationFunctionLength = 0.5f + 0.5f * Mathf.Sin(fi); arrowObject.updateArrowMesh(); }
void Update() { arrowObject.arrowPath.startPoint = new Vector3(-10, 0, -7); arrowObject.arrowPath.endPoint = new Vector3(8f * Mathf.Sin(fi), 0, -7); fi += 2f * Time.deltaTime; arrowObject.arrowPath.shapeFunctionLength = 6 + 5 * Mathf.Cos(fi); arrowObject.updateArrowMesh(); }
void Update() { arrowObject.arrowPath.startPoint = new Vector3(-10, 0, -2.5f); arrowObject.arrowPath.endPoint = new Vector3(8f * Mathf.Sin(fi), 0, -2.5f); fi += 2f * Time.deltaTime; arrowObject.arrowPath.widthFunctionLength = 2 + 4f * Mathf.Sin(fi); arrowObject.arrowPath.heightFunctionLength = 2 + 4f * Mathf.Sin(fi); arrowObject.updateArrowMesh(); }
void Update() { fi += 0.1f * Time.deltaTime; Keyframe[] k = new Keyframe[2] { new Keyframe(0, fi), new Keyframe(1, fi) }; arrowObject.arrowPath.rotateFunction.keys = k; arrowObject.updateArrowMesh(); }
void Update() { arrowObject.arrowPath.endPoint = -me.position + ball.position + new Vector3(0, 1f, 0); arrowObject.updateArrowMesh(); if (ball.GetComponentInChildren <MeshRenderer>().material != meshrenderer.material) { meshrenderer.material = ball.GetComponentInChildren <MeshRenderer>().material; } }
// Update is called once per frame void Update() { if (traveling) { if (arrowObject.arrowPath.editedPath.Count == 0 || ((ball.position + new Vector3(0, 1, 0)) - arrowObject.arrowPath.editedPath[arrowObject.arrowPath.editedPath.Count - 1]).magnitude > 0.2f) { arrowObject.arrowPath.editedPath.Add(ball.position + new Vector3(0, 1, 0)); arrowObject.hideIndicator = false; arrowObject.updateArrowMesh(); } } }
// Use this for initialization void Start() { Vector3[] points = new Vector3[500]; for (int i = 0; i < 500; i++) { points[i] = new Vector3(radius * Mathf.Sin(i / 500f * 0.95f * Mathf.PI), 0, radius * Mathf.Cos(i / 500f * 0.95f * Mathf.PI)); } arrowObject.arrowPath.arrowPathType = ArrowPath.ArrowPathType.PointArray; arrowObject.arrowPath.editedPath = new List <Vector3>(points); arrowObject.arrowPath.rotationFunctionLength = 1; AnimationCurve curve = AnimationCurve.Linear(0f, rotationAngle, 1f, rotationAngle); arrowObject.arrowPath.rotateFunction = curve; arrowObject.updateArrowMesh(); }
void Update() { int t = 0; for (int i = firstPoint; i < lastPoint; i++) { arrowObject.arrowPath.editedPath[t++] = points[i]; } firstPoint += 2; lastPoint += 2; if (lastPoint >= 900) { firstPoint = 0; lastPoint = 30; } arrowObject.updateArrowMesh(); }
// Use this for initialization void Start() { points = new Vector3[201]; points[0] = new Vector3(0, 0, 0); points[1] = new Vector3(5, 0, 0); for (int i = 0; i < 100; i++) { points[2 + i] = new Vector3(5 + Mathf.Sin(i / 100f * Mathf.PI), 0, i * 1 / 100f); } points[102] = new Vector3(2.5f, 0, 2f); for (int i = 0; i < 97; i++) { points[103 + i] = new Vector3(1 - Mathf.Sin(i / 97f * Mathf.PI), 0, 4 - i * 1 / 97f); } points[199] = new Vector3(1f, 0, 4); points[200] = new Vector3(33.5f, 0, 4); arrowObject.arrowPath.editedPath = new List <Vector3>(points); arrowObject.updateArrowMesh(); }
void Update() { if (!active) { return; } if (endTarget == null) { return; } arrowObject.arrowPath.endPoint = -transform.position + endTarget.position + targetOffset; arrowObject.updateArrowMesh(); if (isToTargetMat && endTarget.GetComponentInChildren <MeshRenderer>().material != meshrenderer.material) { meshrenderer.material = endTarget.GetComponentInChildren <MeshRenderer>().material; } }
void Update() { RaycastHit hit; //Reset indicators destinationIndicator.hideIndicator = true; arrowIndicator.hideIndicator = true; arrowIndicator.updateArrowMesh(); if (Input.GetMouseButtonDown(0) || Input.GetMouseButton(1)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); //Left mouse to select objects if (Input.GetMouseButtonDown(0)) { if (Physics.Raycast(ray, out hit, 1000.0f)) { if (hit.collider.gameObject.GetComponent <SelectedObjectOptions>() != null) { //selecting another object changes the currently selected object //selectedObject = hit.collider.gameObject; //selectedIndicator.hideIndicator = false; //selectedIndicator.pathArray = hit.collider.gameObject.GetComponent<SelectedObjectOptions>().myPath; //destinationIndicator.pathArray = hit.collider.gameObject.GetComponent<SelectedObjectOptions>().destinationPathArray; //arrowIndicator.arrowPath.startPoint = hit.collider.gameObject.transform.position; } else { //Ground deselects selectedIndicator.hideIndicator = true; selectedObject = null; } } } if (Input.GetMouseButton(1) && selectedObject != null) { //Right mouse shows the arrow from start object to desitination and draws the destination outline if (Physics.Raycast(ray, out hit, 1000.0f)) { arrowIndicator.hideIndicator = false; //destinationIndicator.hideIndicator = false; arrowIndicator.arrowPath.endPoint = hit.point; //destinationIndicator.pathArray.translation = hit.point; arrowIndicator.updateArrowMesh(); //destinationIndicator.updateIndicatorMesh(); } } } else { //hovering over object has another currently hovered selection (broken path selection) Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 1000.0f)) { if (hit.collider.gameObject.GetComponent <SelectedObjectOptions>() != null) { hoverIndicator.hideIndicator = false; hoverIndicator.pathArray = hit.collider.gameObject.GetComponent <SelectedObjectOptions>().myPath; } else { hoverIndicator.hideIndicator = true; } } } }
void Update() { arrowObject.arrowPath.endPoint = -me.position + ball.position + new Vector3(0, 0.5f, 0); arrowObject.updateArrowMesh(); }