public void StartFocus(int focusTechnique) { print("start focus"); focus = true; this.focusTechnique = focusTechnique; MolColor haloColor = new MolColor(50.0f, 0.0f, 0.0f); float haloScale = 2.0f; // if(focusTechnique == 3){ // haloScale = 2.5f; // } if (focusTechnique == 0) { this.t_prev = -1; this.T_prev = 0.0f; } else { this.halo = HaloObject.CreateNewHaloObject(this.transform.parent, this.transform.position, haloColor, this.targetSize, haloScale); } if (focusTechnique == 2) { this.trail = TrailObject.CreateNewTrailObject(this.transform.parent, this.transform.position, haloColor, this.targetSize, haloScale); } stopWatch.Reset(); stopWatch.Start(); }
/// <summary> /// Use this for initialization. /// </summary> private void Start() { m_savePositionData = new List <Vector3>(); m_trailGameObjects = new List <GameObject>(); m_recordedTrail = new TrailObject(m_RecordedDataMaterial); m_liveDataTrail = new TrailObject(m_LiveDataMaterial); }
//Task 7 public override System.Collections.Generic.IEnumerable <GameObject> ProduceObjects() { TrailObject trail = new TrailObject(this.topLeft, new char[, ] { { '.' } }, 3); System.Collections.Generic.List <GameObject> trails = new System.Collections.Generic.List <GameObject>(); trails.Add(trail); return(trails); }
// Use this for initialization void Start() { _startColor = new Color(0, 0, 0, 0); _trailColorArray = new Color[8]; _trail = new List <TrailObject>(); for (int a = 0; a < 8; a++) { _trailColorArray[a] = _trailColor.Evaluate(a * 0.125f); } for (int i = 0; i < _initiatorPointAmount; i++) { GameObject trailInstance = new GameObject("KochTrail" + i.ToString()); trailInstance.transform.parent = this.transform; trailInstance.AddComponent <TrailRenderer>(); TrailObject trailObjectInstance = new TrailObject(); trailObjectInstance.GO = trailInstance; trailObjectInstance.Trail = trailInstance.GetComponent <TrailRenderer>(); trailObjectInstance.Trail.material = new Material(_trailMaterial); trailObjectInstance.EmissionColor = _trailColor.Evaluate(i * (1.0f / _initiatorPointAmount)); trailObjectInstance.Trail.numCapVertices = _trailEndCapVertices; trailObjectInstance.Trail.widthCurve = _trailWidthCurve; Vector3 instantiatePosition; if (_generationCount > 0) { int step; if (_useBezierCurves) { step = _bezierPosition.Length / _initiatorPointAmount; instantiatePosition = _bezierPosition[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _bezierPosition[trailObjectInstance.CurrentTargetNum]; } else { step = _position.Length / _initiatorPointAmount; instantiatePosition = _position[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _position[trailObjectInstance.CurrentTargetNum]; } } else { instantiatePosition = _position[i]; trailObjectInstance.CurrentTargetNum = i + 1; trailObjectInstance.TargetPosition = _position[trailObjectInstance.CurrentTargetNum]; } trailObjectInstance.GO.transform.localPosition = instantiatePosition; _trail.Add(trailObjectInstance); } }
void Initialize() { if (!audioVisualizer) { audioVisualizer = AudioVisualizer.instance; } startColor = new Color(0, 0, 0, 0); endColor = new Color(0, 0, 0, 1); trails = new List <TrailObject>(); for (int i = 0; i < _initiatorPointAmount; i++) { GameObject trailInstance = Instantiate(trailPrefab, transform.position, Quaternion.identity, this.transform); TrailObject trailObjectInstance = new TrailObject(); trailObjectInstance.GO = trailInstance; trailObjectInstance.Trail = trailInstance.GetComponent <TrailRenderer>(); trailObjectInstance.Trail.material = new Material(trailMaterial); trailObjectInstance.EmissionColor = trailColor.Evaluate(i * (1.0f / _initiatorPointAmount)); trailObjectInstance.Trail.numCapVertices = trailEndCapVertices; trailObjectInstance.Trail.widthCurve = trailWidthCurve; Vector3 instantiatePosition; if (_generationCount > 0) { int step; if (_useBezierCurve) { step = _bezierPosition.Length / _initiatorPointAmount; instantiatePosition = _bezierPosition[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _bezierPosition[trailObjectInstance.CurrentTargetNum]; } else { step = _positions.Length / _initiatorPointAmount; instantiatePosition = _positions[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _positions[trailObjectInstance.CurrentTargetNum]; } } else { instantiatePosition = _positions[i]; trailObjectInstance.CurrentTargetNum = i + 1; trailObjectInstance.TargetPosition = _positions[trailObjectInstance.CurrentTargetNum]; } trailObjectInstance.GO.transform.localPosition = instantiatePosition; trails.Add(trailObjectInstance); } }
// Start is called before the first frame update void Start() { _startColor = new Color(0, 0, 0, 0); _endColor = new Color(0, 0, 0, 1); _trail = new List <TrailObject>(); for (int i = 0; i < _initiatorPointAmount; i++) { GameObject trailInstance = (GameObject)Instantiate(_trailPrefab, transform.position, Quaternion.identity, this.transform); TrailObject trailObjectInstance = new TrailObject(); trailObjectInstance.GO = trailInstance; trailObjectInstance.Trail = trailInstance.GetComponent <TrailRenderer>(); trailObjectInstance.Trail.material = new Material(_trailMaterial); trailObjectInstance.EmissionColor = _trailColor.Evaluate(i * (1.0f / _initiatorPointAmount)); trailObjectInstance.Trail.numCapVertices = _trailEndCapVertices; trailObjectInstance.Trail.widthCurve = _trailWidthCurve; trailObjectInstance.Trail.material.EnableKeyword("_EMISSION"); Vector3 instantiatePosition; if (_generationCount > 0) { int step; if (_useBezierCurves) { step = _bezierPosition.Length / _initiatorPointAmount; instantiatePosition = _bezierPosition[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _bezierPosition[trailObjectInstance.CurrentTargetNum]; } else { step = _position.Length / _initiatorPointAmount; instantiatePosition = _position[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _position[trailObjectInstance.CurrentTargetNum]; } } else { instantiatePosition = _position[i]; trailObjectInstance.CurrentTargetNum = i + 1; trailObjectInstance.TargetPosition = _position[trailObjectInstance.CurrentTargetNum]; } trailObjectInstance.GO.transform.localPosition = instantiatePosition; _trail.Add(trailObjectInstance); } }
// Use this for initialization void Start() { startColor = new Color(0, 0, 0, 0); endColor = new Color(0, 0, 0, 1); trails = new List <TrailObject>(); for (int i = 0; i < initatorPointAmount; i++) { GameObject trailInstance = Instantiate(trailPrefab, transform.position, Quaternion.identity, transform) as GameObject; TrailObject trailObjectInstance = new TrailObject(); trailObjectInstance.G = trailInstance; trailObjectInstance.Trail = trailInstance.GetComponent <TrailRenderer>(); trailObjectInstance.Trail.material = new Material(trailMaterial); trailObjectInstance.EmissionColor = trailColor.Evaluate(i * (1.0f / initatorPointAmount)); trailObjectInstance.Trail.numCapVertices = trailEndCapVerticies; trailObjectInstance.Trail.widthCurve = trailWidthCurve; Vector3 instancePosition; if (generationCount > 0) { int step; if (useBezierCurves) { step = bezierPosition.Length / initatorPointAmount; instancePosition = bezierPosition[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = bezierPosition[trailObjectInstance.CurrentTargetNum]; } else { step = position.Length / initatorPointAmount; instancePosition = position[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = position[trailObjectInstance.CurrentTargetNum]; } } else { instancePosition = position[i]; trailObjectInstance.CurrentTargetNum = i + 1; trailObjectInstance.TargetPosition = position[trailObjectInstance.CurrentTargetNum]; } trailObjectInstance.G.transform.localPosition = instancePosition; trails.Add(trailObjectInstance); } }
private void InitializeTrails() { for (int i = 0; i < initiatorPointAmount; i++) { GameObject trailInstance = (GameObject)Instantiate(trailPrefab, transform.position, Quaternion.identity, this.transform); TrailObject trailObjectsInstance = new TrailObject(); trailObjectsInstance.GO = trailInstance; trailObjectsInstance.Trail = trailInstance.GetComponent <TrailRenderer>(); trailObjectsInstance.Trail.material = new Material(trailMaterial); trailObjectsInstance.EmissionColor = trailColor.Evaluate(i * (1.0f / initiatorPointAmount)); trailObjectsInstance.Trail.numCapVertices = trailEndCapVertices; trailObjectsInstance.Trail.widthCurve = trailWidthCurve; Vector3 instantiatePosition; if (generationCount > 0) { int step; if (isUsingBezierCurves) { step = bezierPositions.Length / initiatorPointAmount; instantiatePosition = bezierPositions[i * step]; trailObjectsInstance.CurrentTargetNum = (i * step) + 1; trailObjectsInstance.TargetPosition = bezierPositions[trailObjectsInstance.CurrentTargetNum]; } else { step = positions.Length / initiatorPointAmount; instantiatePosition = positions[i * step]; trailObjectsInstance.CurrentTargetNum = (i * step) + 1; trailObjectsInstance.TargetPosition = positions[trailObjectsInstance.CurrentTargetNum]; } } else { instantiatePosition = positions[i]; trailObjectsInstance.CurrentTargetNum = i + 1; trailObjectsInstance.TargetPosition = positions[trailObjectsInstance.CurrentTargetNum]; } trailObjectsInstance.GO.transform.localPosition = instantiatePosition; trails.Add(trailObjectsInstance); } }
public void StopFocus() { focus = false; currentColor = defaultColor; gameObject.GetComponent <MeshRenderer> ().material.color = currentColor.rgba; if (this.halo != null) { Destroy(this.halo.gameObject); } this.halo = null; if (this.trail != null) { Destroy(this.trail.gameObject); } this.trail = null; stopWatch.Stop(); stopWatch.Reset(); }
void Update() { if (mbEnabled) { mSpawnTimer += Time.deltaTime; if (mSpawnTimer >= mSpawnInterval) { //Doesn't have an if if (mTrailObjectsNotInUse.Count > 0) { GameObject trail = mTrailObjectsNotInUse.Dequeue(); if (trail != null) { TrailObject trailObject = trail.GetComponent <TrailObject> (); trailObject.Initiate(mTrailTime, mLeadingSprite.sprite, transform.position, this); mTrailObjectsInUse.Add(trail); mSpawnTimer = 0; } } } } }
public void Initialize(ILineModel line, Transform parent, GameObject trailPrefab, Material trailMaterial, AnimationCurve trailWidthCurve, IAudioPeerService audioPeer) { _line = line; _audioPeer = audioPeer; _trails = new List <TrailObject>(); _startColor = new Color(0, 0, 0, 0); _endColor = new Color(0, 0, 0, 1); _targetPositions = new Vector3[line.KochLineProperty.OriginalPositions.Length]; _targetPositions = line.KochLineProperty.OriginalPositions; _bezierVertexCount = line.KochLineProperty.BezierVertexCount; foreach (StartGen t in line.KochLineProperty.ListStartGeneration) { GenerateKochLine(line, _targetPositions, line.KochLineProperty.AnimationCurve.keys, t.Outwards, t.Scale); _generationCount++; } _lerpPositions = new Vector3[_positions.Length]; for (int i = 0; i < line.KochLineProperty.ShapePointAmount; i++) { GameObject trailInstance = Instantiate(trailPrefab, transform.position, Quaternion.identity); trailInstance.transform.SetParent(parent); TrailObject trailObjectInstance = new TrailObject { Go = trailInstance, Trail = trailInstance.GetComponent <TrailRenderer>(), EmissionColor = line.Gradient.Evaluate(i * (1.0f / line.KochLineProperty.ShapePointAmount)) }; trailObjectInstance.Trail.material = new Material(trailMaterial); trailObjectInstance.Trail.numCapVertices = 8; trailObjectInstance.Trail.widthCurve = trailWidthCurve; Vector3 instantiatePosition; if (_generationCount > 0) { int step; if (line.KochLineProperty.UseBezierCurves) { step = _bezierPositions.Length / line.KochLineProperty.ShapePointAmount; instantiatePosition = _bezierPositions[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _bezierPositions[trailObjectInstance.CurrentTargetNum]; } else { step = _positions.Length / line.KochLineProperty.ShapePointAmount; instantiatePosition = _positions[i * step]; trailObjectInstance.CurrentTargetNum = (i * step) + 1; trailObjectInstance.TargetPosition = _positions[trailObjectInstance.CurrentTargetNum]; } } else { instantiatePosition = line.KochLineProperty.OriginalPositions[i]; trailObjectInstance.CurrentTargetNum = i + 1; trailObjectInstance.TargetPosition = line.KochLineProperty.OriginalPositions[trailObjectInstance.CurrentTargetNum]; } trailObjectInstance.Go.transform.localPosition = instantiatePosition; _trails.Add(trailObjectInstance); } _enabled = true; }
/// <summary> /// Use this for initialization. /// </summary> private void Start() { m_savePositionData = new List<Vector3>(); m_trailGameObjects = new List<GameObject>(); m_recordedTrail = new TrailObject(m_RecordedDataMaterial); m_liveDataTrail = new TrailObject(m_LiveDataMaterial); }
void Awake() { character = GetComponent <Character>(); body = GetComponentInChildren <TrailObject>(); }