// Use this for initialization void Start() { //Time.timeScale = 0.25f; trackAScript = trackA.GetComponent <CurveHandler>(); trackBScript = trackB.GetComponent <CurveHandler>(); playerScript = player.GetComponent <MoveAlongCurve>(); }
// Use this for initialization void Start() { var curve = track.GetComponent <CurveHandler> ().curve; segmentScript = curve[segmentIndex].gameObject.GetComponent <CurveSegment> (); trackScript = track.GetComponent <CurveHandler> (); hudManager = HudManager.Instance; gameplayManager = GameplayManager.Instance; }
public void SwitchTracks(GameObject track, bool swtichFlag) { if (swtichFlag) { this.track = track; this.segmentIndex = 0; this.positionIndex = 0; this.segmentScript = track.GetComponent <CurveHandler> ().curve[segmentIndex].gameObject.GetComponent <CurveSegment> (); this.trackScript = track.GetComponent <CurveHandler> (); } }
void Start() { if (PlayerPrefs.HasKey("Bernstein") || PlayerPrefs.HasKey("DeCastleju") || PlayerPrefs.HasKey("NewtonForm") || PlayerPrefs.HasKey("SplineInterpolation")) { _curve = GameObject.Find("Canvas").GetComponent <CurveHandler_2D>(); } if (PlayerPrefs.HasKey("SplineInterpolation3D")) { curve = GameObject.Find("Canvas").GetComponent <CurveHandler>(); } }
public void Init() { if (ControlPoints.Length < 1) { return; } //find additional points between the point for a smoother curvature CurveHandler curveHandler = new CurveHandler(ControlPoints); Vector2[] vertices2D = curveHandler.EvalSegmentPoints(Segments); // Use the triangulator to get indices for creating triangles Triangulator tr = new Triangulator(vertices2D); int[] indices = tr.Triangulate(); // Create the Vector3 vertices Vector3[] vertices = new Vector3[vertices2D.Length]; for (int i = 0; i < vertices.Length; i++) { vertices[i] = new Vector3(vertices2D[i].x, vertices2D[i].y, 0); } // Create the mesh msh = new Mesh { vertices = vertices, triangles = indices }; msh.RecalculateNormals(); msh.RecalculateBounds(); edge_points = vertices2D.ToList(); edge_points.Add(vertices2D[0]); if (UseEgdeCollider) { col.points = edge_points.ToArray(); } // Set up game object with mesh; gameObject.AddComponent(typeof(MeshRenderer)); meshRenderer = gameObject.GetComponent <MeshRenderer>(); meshRenderer.sortingOrder = SortingLayer; meshRenderer.material = Mat; MeshFilter filter = gameObject.AddComponent(typeof(MeshFilter)) as MeshFilter; filter.mesh = msh; }
// Use this for initialization void Start() { _curveHandler = GameObject.Find("Canvas").GetComponent <CurveHandler>(); ControlPoints = _curveHandler.ControlPoints; solver = GameObject.Find("GaussianSolver").GetComponent <GaussianElliminationSolver>(); }