Exemple #1
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 // Use this for initialization
 void Start()
 {
     //Time.timeScale = 0.25f;
     trackAScript = trackA.GetComponent <CurveHandler>();
     trackBScript = trackB.GetComponent <CurveHandler>();
     playerScript = player.GetComponent <MoveAlongCurve>();
 }
Exemple #2
0
    // 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;
    }
Exemple #3
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    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> ();
        }
    }
Exemple #4
0
    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>();
 }