Exemple #1
0
    void BuildRope()
    {
        line = gameObject.GetComponent<LineRenderer>();

        // Find the amount of segments based on the distance and resolution
        // Example: [resolution of 1.0 = 1 joint per unit of distance]
        segments = (int)(Vector2.Distance(StartPos,EndPos)*resolution);
        Debug.Log (segments);
        line.SetVertexCount(segments);
        segmentPos = new Vector2[segments];
        joints = new GameObject[segments];
        segmentPos[0] = StartPos;
        segmentPos[segments-1] = EndPos;

        // Find the distance between each segment
        var segs = segments-1;
        var seperation = ((EndPos - StartPos)/segs);
        endJ = target.gameObject;
        for(int s=1;s < segments;s++)
        {
            // Find the each segments position using the slope from above
            Vector2 vector = (seperation*s) + StartPos;
            segmentPos[s] = vector;

            //Add Physics to the segments
            AddJointPhysics(s);
        }

        // Attach the joints to the target object and parent it to this object

        DistanceJoint2D end = endJ.AddComponent<DistanceJoint2D>();
        end.connectedBody = joints[joints.Length-1].transform.GetComponent<Rigidbody2D>();
        //target.parent = transform;

        // Rope = true, The rope now exists in the scene!
        rope = true;
    }
    // Update is called once per frame
    void Update()
    {
        //mostra linha quando aperta linhas
        if (layout.mostratecla && layout.tecla >= 2)
        {
            chamaLine();
        }

        if (!parada5.teste && !ponto5.teste && !ponto10.teste && !ponto15.teste && layout.tecla >= 2)
        {
            if (teste)
            {
                string[] pontuacao = new string[5];
                pontuacao[0] = ponto11.ponto;
                pontuacao[1] = ponto12.ponto;
                pontuacao[2] = ponto13.ponto;
                pontuacao[3] = ponto14.ponto;
                pontuacao[4] = ponto15.ponto;
                teste        = false;
                int figurasPorLinhas = 0;
                //linha 2
                //5 figuras
                if (ponto11.ponto == ponto12.ponto && ponto11.ponto == ponto13.ponto && ponto11.ponto == ponto14.ponto && ponto11.ponto == ponto15.ponto)
                {
                    chamaLine();
                    ganhoLinhas.figura         = pontuacao[0];
                    ganhoLinhas.linhapremiacao = 100;
                    ganhoLinhas.premio();
                    ponto11.liberaSelecao = ponto12.liberaSelecao = ponto13.liberaSelecao = ponto14.liberaSelecao = ponto15.liberaSelecao = true;
                }

                //pagamento de linha 4 e 3 figuras, "direita, esquerda, meio e any"
                else
                {
                    for (int j = 0; j <= 1; j++)
                    {
                        for (int i = 0; i <= 1; i++)
                        {
                            for (int k = i + 1; k <= 2; k++)
                            {
                                for (int m = k + 1; m <= 3; m++)
                                {
                                    for (int n = m + 1; n <= 4; n++)
                                    {
                                        if (j == 0)
                                        {
                                            // 4 pontos
                                            if (pontuacao[i] == pontuacao[k] && pontuacao[i] == pontuacao[m] && pontuacao[i] == pontuacao[n] && figurasPorLinhas == 0)
                                            {
                                                //esquerda
                                                if (i == 0 && k == 1 && m == 2 && n == 3)
                                                {
                                                    ganhoLinhas.figura         = pontuacao[i];
                                                    ganhoLinhas.linhapremiacao = 10;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (i == 0)
                                                    {
                                                        ponto11.liberaSelecao = true;
                                                    }
                                                    if (i == 1 || k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (m == 3 || n == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    if (n == 4)
                                                    {
                                                        ponto15.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                    figurasPorLinhas = 4;
                                                }
                                                //direita
                                                else if (i == 1 && k == 2 && m == 3 && n == 4)
                                                {
                                                    ganhoLinhas.figura         = pontuacao[i];
                                                    ganhoLinhas.linhapremiacao = 10;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (i == 0)
                                                    {
                                                        ponto11.liberaSelecao = true;
                                                    }
                                                    if (i == 1 || k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (m == 3 || n == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    if (n == 4)
                                                    {
                                                        ponto15.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                    figurasPorLinhas = 4;
                                                }
                                                //any
                                                else
                                                {
                                                    ganhoLinhas.figura         = pontuacao[i];
                                                    ganhoLinhas.linhapremiacao = 20;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (i == 0)
                                                    {
                                                        ponto11.liberaSelecao = true;
                                                    }
                                                    if (i == 1 || k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (m == 3 || n == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    if (n == 4)
                                                    {
                                                        ponto15.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                    figurasPorLinhas = 4;
                                                }
                                            }
                                        }
                                        // aqui entra a variavel && figurasPorLinha < 4
                                        if (j == 1 && figurasPorLinhas != 4)
                                        {
                                            //esquerda e meio
                                            if (pontuacao[i] == pontuacao[k] && pontuacao[i] == pontuacao[m] && pontuacao[i] != "slot04c (UnityEngine.Texture2D)" && figurasPorLinhas == 0)
                                            {
                                                figurasPorLinhas = 4;
                                                //esquerda
                                                if (i == 0 && k == 1 && m == 2)
                                                {
                                                    ganhoLinhas.figura         = pontuacao[i];
                                                    ganhoLinhas.linhapremiacao = 1;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (i == 0)
                                                    {
                                                        ponto11.liberaSelecao = true;
                                                    }
                                                    if (i == 1 || k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (m == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                }
                                                else if (pontuacao[i] != "slot03c (UnityEngine.Texture2D)" && pontuacao[i] != "slot06c (UnityEngine.Texture2D)")
                                                {
                                                    ganhoLinhas.figura         = pontuacao[i];
                                                    ganhoLinhas.linhapremiacao = 2;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (i == 0)
                                                    {
                                                        ponto11.liberaSelecao = true;
                                                    }
                                                    if (i == 1 || k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (m == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                }
                                            }
                                            //direita
                                            else if (pontuacao[k] == pontuacao[m] && pontuacao[k] == pontuacao[n] && pontuacao[k] != "slot04c (UnityEngine.Texture2D)" && figurasPorLinhas == 0)
                                            {
                                                figurasPorLinhas = 4;
                                                //direita
                                                if (k == 2 && m == 3 && n == 4 || k == 1 && m == 2 && n == 3)
                                                {
                                                    ganhoLinhas.figura         = pontuacao[k];
                                                    ganhoLinhas.linhapremiacao = 1;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (n == 3 || m == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    if (n == 4)
                                                    {
                                                        ponto15.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                }
                                                else if (pontuacao[k] != "slot03c (UnityEngine.Texture2D)" && pontuacao[k] != "slot06c (UnityEngine.Texture2D)")
                                                {
                                                    ganhoLinhas.figura         = pontuacao[k];
                                                    ganhoLinhas.linhapremiacao = 2;
                                                    ganhoLinhas.premio();
                                                    // ativa as figuras da linha
                                                    if (k == 1)
                                                    {
                                                        ponto12.liberaSelecao = true;
                                                    }
                                                    if (k == 2 || m == 2)
                                                    {
                                                        ponto13.liberaSelecao = true;
                                                    }
                                                    if (n == 3 || m == 3)
                                                    {
                                                        ponto14.liberaSelecao = true;
                                                    }
                                                    if (n == 4)
                                                    {
                                                        ponto15.liberaSelecao = true;
                                                    }
                                                    chamaLine();                                                     // chama a linha na tela
                                                }
                                            }
                                            //034
                                            else if (pontuacao[i] == pontuacao[m] && pontuacao[i] == pontuacao[n] && pontuacao[i] != "slot04c (UnityEngine.Texture2D)" && figurasPorLinhas == 0 && pontuacao[i] != "slot03c (UnityEngine.Texture2D)" && pontuacao[i] != "slot06c (UnityEngine.Texture2D)")
                                            {
                                                figurasPorLinhas           = 4;
                                                ganhoLinhas.figura         = pontuacao[i];
                                                ganhoLinhas.linhapremiacao = 2;
                                                ganhoLinhas.premio();

                                                // ativa as figuras da linha
                                                if (i == 0)
                                                {
                                                    ponto11.liberaSelecao = true;
                                                }
                                                if (i == 1)
                                                {
                                                    ponto12.liberaSelecao = true;
                                                }
                                                if (m == 2)
                                                {
                                                    ponto13.liberaSelecao = true;
                                                }
                                                if (m == 3 || n == 3)
                                                {
                                                    ponto14.liberaSelecao = true;
                                                }
                                                if (n == 4)
                                                {
                                                    ponto15.liberaSelecao = true;
                                                }
                                                chamaLine();                                                 // chama a linha na tela
                                            }
                                            //014
                                            else if (pontuacao[i] == pontuacao[k] && pontuacao[i] == pontuacao[n] && pontuacao[i] != "slot04c (UnityEngine.Texture2D)" && figurasPorLinhas == 0 && pontuacao[i] != "slot03c (UnityEngine.Texture2D)" && pontuacao[i] != "slot06c (UnityEngine.Texture2D)")
                                            {
                                                figurasPorLinhas           = 4;
                                                ganhoLinhas.figura         = pontuacao[i];
                                                ganhoLinhas.linhapremiacao = 2;
                                                ganhoLinhas.premio();


                                                // ativa as figuras da linha
                                                if (i == 0)
                                                {
                                                    ponto11.liberaSelecao = true;
                                                }
                                                if (i == 1 || k == 1)
                                                {
                                                    ponto12.liberaSelecao = true;
                                                }
                                                if (k == 2)
                                                {
                                                    ponto13.liberaSelecao = true;
                                                }
                                                if (n == 3)
                                                {
                                                    ponto14.liberaSelecao = true;
                                                }
                                                if (n == 4)
                                                {
                                                    ponto15.liberaSelecao = true;
                                                }
                                                chamaLine();                                                 // chama a linha na tela
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
        else
        {
            teste = true;
            LineRenderer lineRenderer = GetComponent <LineRenderer>();
            lineRenderer.renderer.enabled = false;
            TeclaLinha = false;
        }
    }
Exemple #3
0
 private void createVelocityLine()
 {
     velocityLine = GetComponent <LineRenderer>();
     velocityLine.positionCount = 3;
 }
Exemple #4
0
 public static void SetColor(this LineRenderer line, Color c)
 {
     line.startColor = c;
     line.endColor   = c;
 }
Exemple #5
0
 // Use this for initialization
 void Awake()
 {
     lineRenderer = GetComponent <LineRenderer>();
     Debug.Log("Start happend...", gameObject);
     HideVecX();
 }
Exemple #6
0
 void Start()
 {
     line = gameObject.GetComponent <LineRenderer>();
     line.positionCount = segments + 1;
     line.useWorldSpace = false;
 }
Exemple #7
0
 protected virtual void Awake()
 {
     _lineRenderer = GetComponent <LineRenderer>();
 }
 protected override void Start()
 {
     base.Start();
     laser = GetComponentInChildren<LineRenderer>();
     healthScript = GetComponent<Health>();
     GameObject cam = GameObject.FindGameObjectWithTag("MainCamera");
     music = cam.GetComponent<MusicThemeController>();
     transform.RotateAround(Vector3.up, Random.value * 360.0f);
     if(!idleSound || !scanningSound || !deathSound || !sweepSound)
         Debug.LogError("Audio Source missing");
 }
Exemple #9
0
 // Use this for initialization
 void Start()
 {
     music  = GameObject.Find("Music");
     Center = GameObject.Find("Center");
     line   = transform.GetComponent <LineRenderer>();
 }
 public override void ExtendedStart()
 {
     lr = GetComponent <LineRenderer>();
     StartCoroutine(Charge());
 }
Exemple #11
0
        /// <summary>Update underlying Unity's LineRenderer component </summary>
        public void UpdateUI()
        {
            try
            {
                //have no idea how to cope with UndoRedo
                if (Math == null)
                {
                    return;
                }
            }
            catch (MissingReferenceException)
            {
                return;
            }
            var math = Math.Math;

            if (math == null)
            {
                return;
            }

            LineRenderer lineRenderer;

            try
            {
                //have no idea how to cope with UndoRedo
                lineRenderer = LineRenderer;
            }
            catch (MissingReferenceException)
            {
                return;
            }

            if (lineRenderer == null)
            {
                return;
            }

            var curve = Curve;

            if (curve == null)
            {
                return;
            }


            if (math.SectionsCount == 0)
            {
                //not enough points
#if UNITY_5_5 || UNITY_5_6
                lineRenderer.numPositions = 0;
#else
                lineRenderer.SetVertexCount(0);
#endif

                if (positions != null && positions.Count > 0 && ChangedVisualization != null)
                {
                    ChangedVisualization(this, null);
                }
                positions.Clear();
            }
            else
            {
                //==============  ok
                useLocal = !lineRenderer.useWorldSpace;
                var newPositions = Positions;

                //update LineRenderer
                var count = newPositions.Count;
                if (count > 0)
                {
#if UNITY_5_5 || UNITY_5_6
                    lineRenderer.numPositions = count;
#else
                    lineRenderer.SetVertexCount(count);
#endif
                    //the only way to get rid of GC is to use slow one-by-one setter unfortunately
                    for (var i = 0; i < count; i++)
                    {
                        lineRenderer.SetPosition(i, newPositions[i]);
                    }
                }
                else
                {
#if UNITY_5_5 || UNITY_5_6
                    lineRenderer.numPositions = 0;
#else
                    lineRenderer.SetVertexCount(0);
#endif
                }
                if (ChangedVisualization != null)
                {
                    ChangedVisualization(this, null);
                }
            }
        }
Exemple #12
0
        void Start()
        {
            if (photonView.IsMine)
            {
                /*
                 * GetComponentsInChildren<Transform>().First(transform1 => transform1.gameObject.name.Equals("Cube"))
                 *  .GetComponent<Renderer>().enabled = false;
                 */
                foreach (var child in GetComponentsInChildren <Transform>())
                {
                    if (child.GetComponent <Renderer>())
                    {
                        child.GetComponent <Renderer>().enabled = false;
                    }

                    if (child.GetComponent <Collider>())
                    {
                        child.GetComponent <Collider>().enabled = false;
                    }
                }

#if UNITY_STANDALONE
                if (OpenVR.Input != null)
                {
                    ((StandaloneTargetManager)TargetManager.Instance).Help?.AddOnStateUpListener((action, source) =>
                    {
                        photonView.RPC("OnHelpRPC", RpcTarget.Others);
                    }, SteamVR_Input_Sources.RightHand);
                }
#endif

                OnPickup += (player) =>
                {
                    Primary = player;
                    PhotonNetwork.SetInterestGroups((byte)player.ActorNumber, true);
                };

                OnLost += (player) =>
                {
                    Primary = null;
                    PhotonNetwork.SetInterestGroups(0, true);
                };
            }
            else if (TargetManager.Instance.Type == TargetManager.PlayerType.Primary)
            {
                lineHeight = gameObject.AddComponent <LineRenderer>();
                lineHeight.widthMultiplier = 0.001f;
                lineHeight.material        = OOIUI.Instance.HeightLineMaterial;

                var dummy = new GameObject("Dummy");
                dummy.transform.parent     = transform;
                linePickup                 = dummy.AddComponent <LineRenderer>();
                linePickup.widthMultiplier = 0.001f;
                linePickup.material        = OOIUI.Instance.HeightLineMaterial;


                #if UNITY_ANDROID
                _trackable = MapTarget.Instance.GetComponent <TrackableBehaviour>();

                PickupTarget.Instance.GotPlayer += (player) =>
                {
                    photonView.RPC("OnPickupRPC", GetComponent <PhotonView>().Controller,
                                   PhotonNetwork.LocalPlayer.ActorNumber);
                    _trackable = PickupTarget.Instance.GetComponent <TrackableBehaviour>();
                };

                PickupTarget.Instance.LostPlayer += (player) =>
                {
                    photonView.RPC("OnLostRPC", GetComponent <PhotonView>().Controller,
                                   PhotonNetwork.LocalPlayer.ActorNumber);
                    _trackable = MapTarget.Instance.GetComponent <TrackableBehaviour>();
                };
                #endif
            }
        }
 private void Awake()
 {
     this.ManagedCamera      = this.gameObject.GetComponent <Camera>();
     this.CameraLineRenderer = this.gameObject.GetComponent <LineRenderer>();
 }
 // Use this for initialization
 void Start()
 {
     rb = GetComponent <Rigidbody2D> ();
     lr = GetComponent <LineRenderer> ();
 }
		private static void INTERNAL_CALL_SetWidth(LineRenderer self, float start, float end){}
		private static void INTERNAL_CALL_SetVertexCount(LineRenderer self, int count){}
Exemple #17
0
 // Start is called before the first frame update
 void Start()
 {
     line   = GetComponent <LineRenderer>();
     length = jointNodes.Count;
 }
Exemple #18
0
 private void Start()
 {
     this.rope         = (GameObject)UnityEngine.Object.Instantiate(CacheResources.Load("rope"));
     this.lineRenderer = this.rope.GetComponent <LineRenderer>();
     FengGameManagerMKII.FGM.AddHook(this);
 }
 private void Start()
 {
     line = transform.Find("Line").GetComponent <LineRenderer>();
 }
 /// <summary>
 /// Use this function when instantiating a new object with this script attached.
 /// </summary>
 void Start()
 {
     laserLine = GetComponent <LineRenderer>();
     gunAudio  = GetComponent <AudioSource>();
 }
Exemple #21
0
 protected override void Start()
 {
     lifeTime = 2;
     circle   = GetComponent <LineRenderer>();
 }
 private void Awake()
 {
     _lineRenderer = GetComponent <LineRenderer>();
 }
Exemple #23
0
 // Use this for initialization
 void Awake()
 {
     shootableMask = LayerMask.GetMask("Shootable");
     gunLight      = GetComponent <Light> ();
     bulletLine    = GetComponent <LineRenderer> ();
 }
Exemple #24
0
 // Use this for initialization
 void Start()
 {
     lr     = GetComponent <LineRenderer>();
     player = GameObject.FindGameObjectWithTag("Player");
 }
Exemple #25
0
 private void Start()
 {
     lr = GetComponent <LineRenderer>();
 }
Exemple #26
0
 public static void SetWidth(this LineRenderer line, float w)
 {
     line.startWidth = w;
     line.endWidth   = w;
 }
Exemple #27
0
 public ChangeCircleColorBehaviour(Agent agent, Color color, LineRenderer lineRenderer) : base(agent)
 {
     this.color        = color;
     this.lineRenderer = lineRenderer;
 }
Exemple #28
0
 public void Awake()
 {
     lineRenderer = GetComponent <LineRenderer>();
 }
Exemple #29
0
 void Start()
 {
     _line = GetComponent <LineRenderer>();
 }
Exemple #30
0
    void Start()
    {
        laser = GetComponent <LineRenderer>();

        SetupLaser();
    }
Exemple #31
0
 void Start()
 {
     core = GameObject.Find("Core");
     line = transform.GetComponent <LineRenderer> ();
 }
		private static void INTERNAL_CALL_SetColors(LineRenderer self, ref Color start, ref Color end){}
 void Awake()
 {
     lr = GetComponent <LineRenderer>();
 }
		private static void INTERNAL_CALL_SetPosition(LineRenderer self, int index, ref Vector3 position){}
Exemple #35
0
 public void SetLine(LineRenderer l)
 {
     line = l;
 }
Exemple #36
0
    void FindMaterial(Transform transform)
    {
        for (int i = 0; i < transform.childCount; i++)
        {
            Transform obj = transform.GetChild(i);
            // Paritical System
            try
            {
                ParticleSystem particalSys = obj.GetComponent <ParticleSystem>();
                if (particalSys)
                {
                    Material[] mts = particalSys.renderer.sharedMaterials;
                    for (int j = 0; j < mts.Length; ++j)
                    {
                        if (particalSys.renderer.sharedMaterial.mainTexture.name == m_TargetMt.mainTexture.name && particalSys.renderer.sharedMaterial.shader.name == m_TargetMt.shader.name)
                        {
                            particalSys.renderer.sharedMaterial = m_TargetMt;
                        }
                    }
                }
            }
            catch (System.Exception ex)
            {
            }

            // Particle Renderer
            try
            {
                ParticleRenderer particalRend = obj.GetComponent <ParticleRenderer>();
                if (particalRend)
                {
                    if (particalRend.sharedMaterial.mainTexture.name == m_TargetMt.mainTexture.name && particalRend.sharedMaterial.shader.name == m_TargetMt.shader.name)
                    {
                        particalRend.sharedMaterial = m_TargetMt;
                    }
                }
            }
            catch (System.Exception ex)
            {
            }

            // Trail Renderer
            try
            {
                TrailRenderer trailRenderer = obj.GetComponent <TrailRenderer>();
                if (trailRenderer)
                {
                    if (trailRenderer.sharedMaterial.mainTexture.name == m_TargetMt.mainTexture.name && trailRenderer.sharedMaterial.shader.name == m_TargetMt.shader.name)
                    {
                        trailRenderer.sharedMaterial = m_TargetMt;
                    }
                }
            }
            catch (System.Exception ex)
            {
            }

            // Line Renderer
            try
            {
                LineRenderer lineRenderer = obj.GetComponent <LineRenderer>();
                if (lineRenderer)
                {
                    //Material[] mts = lineRenderer.sharedMaterials;
                    //for (int j = 0; j < mts.Length; ++j)
                    //{
                    //	Material mt = mts[j];
                    //	if (mt.mainTexture.name == m_TargetMt.mainTexture.name && mt.shader.name == m_TargetMt.shader.name)
                    //	{
                    //		lineRenderer.sharedMaterials[j] = m_TargetMt;
                    //	}
                    //}

                    if (lineRenderer.sharedMaterial.mainTexture.name == m_TargetMt.mainTexture.name && lineRenderer.sharedMaterial.shader.name == m_TargetMt.shader.name)
                    {
                        lineRenderer.sharedMaterial = m_TargetMt;
                    }
                }
            }
            catch (System.Exception ex)
            {
            }

            FindMaterial(obj);
        }
    }
 protected LineRenderer MakeOutline(Vector3 cornerOne, Vector3 cornerTwo, LineRenderer render)
 {
     if (render == null)
     {
         return MakeOutline(cornerOne, cornerTwo);
     }
     render.useWorldSpace = true;
     render.SetWidth(0.05f, 0.05f);
     render.SetColors(Color.clear, Color.clear);
     render.material = new Material(Shader.Find("Sprites/Default"));
     render.SetPosition(0, cornerOne);
     render.SetPosition(1, cornerTwo);
     return render;
 }