IEnumerator Start() { OnboardingManager mng = FindObjectOfType <OnboardingManager>(); uiLineRenderer = doorIndicator.transform.Find("UI LineRenderer").GetComponent <UILineRenderer>(); doorButton = doorIndicator.transform.Find("DoorButton").GetComponent <RectTransform>(); rayManager = FindObjectOfType <ARRaycastManager>(); cam = Camera.main; // Extract needed placement helper objects from parent placementColliderObj = placementHelpers.transform.GetChild(1).gameObject; // Get the collider attached to the child object placementCollider = placementColliderObj.GetComponentInChildren <Collider>(); scale = FindObjectOfType <ScalingManager>(); // The point cloud needs a moment to be created by the pointCloudManager, // therefor wait until onboarding is done while (!mng.GetComplete()) { yield return(null); } cloud = FindObjectOfType <ARPointCloud>(); Debug.Log(cloud); }
private IEnumerator WriteLines(int[] strA, int[] strB) { LogsManager.ins.AddLog("Trwa wypisywanie strategii drugiego gracza w postaci prostych."); yield return(LogsManager.Wait()); Rect rect = valuesList.GetComponent <RectTransform>().rect; int valA, valB; float height = rect.height / leftValues.childCount; float width = rect.width; float halfOnce = height / 2; for (int i = 0; i < strA.Length; i++) { valA = strA[i]; valB = strB[i]; UILineRenderer lR = Instantiate(linePrefab, valuesList).GetComponent <UILineRenderer>(); lR.Points[0] = new Vector2(0, rect.height - (GetChildID(valA) * height) - halfOnce); lR.Points[1] = new Vector2(width, rect.height - (GetChildID(valB) * height) - halfOnce); lines.Add(lR); LogsManager.ins.AddLog("Wypisano strategię."); yield return(LogsManager.Wait()); } }
public void Init() { wasShot = false; wasPressed = false; rb = GetComponent <Rigidbody2D>(); rb.bodyType = RigidbodyType2D.Kinematic; rb.gravityScale = 0f; startPosition = transform.TransformPoint(Vector3.zero); transform.position = startPosition; Rect parentRect = transform.parent.GetComponent <RectTransform>().rect; aimPosTransform = transform.parent.Find("AimPoint").transform; line = transform.parent.GetComponentInChildren <UILineRenderer>(); points.Add(new Vector2(parentRect.xMin, parentRect.yMax)); points.Add(transform.localPosition); points.Add(new Vector2(parentRect.xMax, parentRect.yMax)); line.Points = points.ToArray(); line.SetAllDirty(); shotArea = transform.parent.Find("ShotArea").GetComponent <CircleCollider2D>(); myCollider = GetComponent <CircleCollider2D>(); myScore = 0; myRect = GetComponent <RectTransform>(); }
public Renderer(RenderSurface surface) { Surface = surface; ContentArchive content; using (var stream = GetType().Assembly.GetManifestResourceStream("DemoRenderer.DemoRenderer.contentarchive")) { content = ContentArchive.Load(stream); } Shapes = new ShapesExtractor(looper, pool); SphereRenderer = new RayTracedRenderer <SphereInstance>(content, @"ShapeDrawing\RenderSpheres"); CapsuleRenderer = new RayTracedRenderer <CapsuleInstance>(content, @"ShapeDrawing\RenderCapsules"); CylinderRenderer = new RayTracedRenderer <CylinderInstance>(content, @"ShapeDrawing\RenderCylinders"); BoxRenderer = new BoxRenderer(content); TriangleRenderer = new TriangleRenderer(content); MeshRenderer = new MeshRenderer(Shapes.MeshCache, content); Lines = new LineExtractor(pool, looper); LineRenderer = new LineRenderer(content); Background = new BackgroundRenderer(content); CompressToSwap = new CompressToSwap(content); ImageRenderer = new ImageRenderer(content); ImageBatcher = new ImageBatcher(pool); GlyphRenderer = new GlyphRenderer(content); TextBatcher = new TextBatcher(); UILineRenderer = new UILineRenderer(content); UILineBatcher = new UILineBatcher(); OnResize(); }
private void Start() { _line = GetComponent <UILineRenderer>(); Invoke(nameof(SpellAndDestroy), _delay); _predictor = GameObject.Find("Predictor").GetComponent <Predictor>(); // This will always be called in case the MouseButtonUp event is missed or the player takes too long to draw }
private Vector3 BuildArchetypeTree(HeroArchetypeData archetype, UILineRenderer treeParent, Dictionary <ArchetypeSkillNode, ArchetypeUITreeNode> nodeDict) { HashSet <ArchetypeSkillNode> traversedNodes = new HashSet <ArchetypeSkillNode>(); largestX = 0; largestY = 0; Vector3 homeNodePosition = Vector3.zero; Vector2 halfScreen = new Vector2(0, UIManager.Instance.referenceResolution.y / 2); foreach (ArchetypeSkillNode node in archetype.Base.nodeList) { if (node.initialLevel == 1) { CreateTreeNode(node, traversedNodes, archetype, treeParent, nodeDict); } } foreach (ArchetypeUITreeNode uiNode in nodeDict.Values) { uiNode.CheckSurroundingNodes(); if (uiNode.node.id == 0) { homeNodePosition = (uiNode.transform as RectTransform).anchoredPosition; } } treeParent.rectTransform.sizeDelta = new Vector2(largestX * 250, largestY * 160); return(-homeNodePosition); }
// Use this for initialization void Start() { if (carObject != null) { _OgmaNeoCar = carObject.GetComponentInChildren <OgmaNeoCarController>(); if (_OgmaNeoCar == null || !_OgmaNeoCar.isActiveAndEnabled) { _eOgmaNeoCar = carObject.GetComponentInChildren <EOgmaNeoCarController>(); } } _lineRenderer = GetComponentInChildren <UILineRenderer>(); RectTransform rectTransform = _lineRenderer.GetComponent <RectTransform>(); Rect rect = rectTransform.rect; _graphWidth = rect.width; _graphHeight = rect.height; _graphValues = new List <float>(); _graphPoints = new Vector2[_maxNumValues]; for (int i = 0; i < _maxNumValues; i++) { float x = i * (_graphWidth / _maxNumValues); float y = 0.0f; _graphPoints[i].Set(x, y); } _lineRenderer.Points = _graphPoints; }
public void Dispose() { if (!disposed) { disposed = true; Background.Dispose(); CompressToSwap.Dispose(); SphereRenderer.Dispose(); CapsuleRenderer.Dispose(); BoxRenderer.Dispose(); TriangleRenderer.Dispose(); MeshRenderer.Dispose(); UILineRenderer.Dispose(); GlyphRenderer.Dispose(); dsv.Dispose(); depthBuffer.Dispose(); rtv.Dispose(); colorBuffer.Dispose(); resolvedSRV.Dispose(); resolvedRTV.Dispose(); resolvedColorBuffer.Dispose(); rasterizerState.Dispose(); opaqueDepthState.Dispose(); opaqueBlendState.Dispose(); a2cBlendState.Dispose(); uiDepthState.Dispose(); uiBlendState.Dispose(); Shapes.Dispose(); } }
public void RandSelect() { image.fillAmount = 0; time = statusManager.gageSpeed; summonNum = Random.Range(0, gameController.nomalAttack.Length); RectTransform CanvasRect = canvas.GetComponent <RectTransform>(); padController.BlackLine2(); nameAnime.SetBool("Name", true); text.text = gameController.nomalAttack[summonNum].Name; for (int i = 0; i < gameController.nomalAttack[summonNum].Code.Length; i++) { int num = 0; for (int a = 1; a <= 11; a++) { for (int b = a + 1; b <= 11; b++) { num++; if (gameController.nomalAttack[summonNum].Code[i] == num) { sterPos[a - 1].GetComponent <Image>().enabled = true; sterPos[b - 1].GetComponent <Image>().enabled = true; GameObject obj = (GameObject)Instantiate(lineObj, transform.position, Quaternion.identity, lineParent.transform); UILineRenderer data2 = obj.GetComponent <UILineRenderer>(); data2.points[0] = sterPos[a - 1].GetComponent <RectTransform>().anchoredPosition; data2.points[1] = sterPos[b - 1].GetComponent <RectTransform>().anchoredPosition; } } } } }
void Start() { line = gameObject.GetComponentInChildren <UILineRenderer>(); anchorPrev = transform.FindChild("Body").FindChild("FlowAnchorPrev").GetComponent <Connectable>(); anchorNext = transform.FindChild("Body").FindChild("FlowAnchorNext").GetComponent <Connectable>(); }
private void Awake() { //canvas = GetComponentInParent<RectTransform>().GetParentCanvas().GetComponent<RectTransform>(); canvas = GetComponent <RectTransform>(); rt = GetComponent <RectTransform>(); lr = GetComponent <UILineRenderer>(); }
public void BlackLine2() { #if false BlackLineDL(); RectTransform CanvasRect = canvas.GetComponent <RectTransform>(); for (int i = 0; i < gameController.nomalAttack[enj.summonNum].Code.Length; i++) { int num = 0; for (int a = 1; a <= 11; a++) { for (int b = a + 1; b <= 11; b++) { num++; if (gameController.nomalAttack[enj.summonNum].Code[i] == num) { //SterPos[a - 1].GetComponent<Image>().enabled = true; //SterPos[b - 1].GetComponent<Image>().enabled = true; GameObject obj = (GameObject)Instantiate(BLine, transform.position, Quaternion.identity, lineParent2.transform); UILineRenderer data2 = obj.GetComponent <UILineRenderer>(); data2.color = new Color(0.2f, 0.2f, 0.2f, 0.8f); data2.points[0] = new Vector2((SterPos[a - 1].transform.position.x - Screen.width / 2) / Screen.width * CanvasRect.sizeDelta.x, (SterPos[a - 1].transform.position.y - Screen.height / 2) / Screen.height * CanvasRect.sizeDelta.y); data2.points[1] = new Vector2((SterPos[b - 1].transform.position.x - Screen.width / 2) / Screen.width * CanvasRect.sizeDelta.x, (SterPos[b - 1].transform.position.y - Screen.height / 2) / Screen.height * CanvasRect.sizeDelta.y); } } } } #endif }
private void ClearLine() /* don't show line in that floor */ { UILineRenderer line = navline.GetComponent <UILineRenderer>(); line.Points.Clear(); line.SetVerticesDirty(); }
private int DrawLine(UILineRenderer lineRenderer, LineDataSet dataSet, int dataSetIndex, int currentIndicatorPosition) { List <LineEntry> entries = dataSet.GetSortedEntries(); Color32 lineColor = dataSet.LineColor; lineRenderer.lineThickness = dataSet.LineThickness; lineRenderer.color = lineColor; lineRenderer.m_points = dataSet.UseBezier ? bezierPoints[dataSetIndex] : entriesPoints[dataSetIndex]; lineRenderer.BezierSegmentsPerCurve = BEZIER_LINE_SEGMENTS; lineRenderer.BezierMode = dataSet.UseBezier ? UILineRenderer.BezierType.Basic : UILineRenderer.BezierType.None; lineRenderer.SetAllDirty(); if (Config.ShowValueIndicators) { return(UpdateCirclesAtPosition(entriesPoints[dataSetIndex], entries.ToArray(), lineColor, currentIndicatorPosition, dataSetIndex)); } else { return(0); } }
public NodePortGfx Setup(NodeGfx master, AdapterGroup adapterGroup, AdapterGroup.AdapterConnection connection, int value) { myMaster = master; myAdapterGroup = adapterGroup; myConnection = connection; myRend = GetComponentInChildren <UILineRenderer>(); ConnectionInProgressShowObject.SetActive(false); myRend.enabled = false; pathActive = false; myRend.Points = new Vector2[resolution + 1]; if (myAdapterGroup.type >= 0 && myAdapterGroup.type < myMaster.myViewer.PortColors.Length) { colorChangeImage.color = myMaster.myViewer.PortColors[myAdapterGroup.type]; myRend.color = myMaster.myViewer.lineColors[myAdapterGroup.type]; } else { colorChangeImage.color = Color.white; myRend.color = Color.white; } if (myRegion) { myRegion.SetUp( ValueRegion.type.port, adapterGroup.myType == AdapterGroup.AdapterType.counted, adapterGroup.isLeftAdapter ? "Ingredient" : "Result", null, this, value); } return(this); }
void Start() { resetButton.onClick.AddListener(onResetClick); COAs = new List <GameObject>(GameObject.FindGameObjectsWithTag("COA")); mapCOAs = new List <Button>(); ratio = 1.0 / (COAs.Count - 1); windowHeight = 240; double count = 0; foreach (GameObject COA in COAs) { Button temp = Instantiate(mapCOAPrefab); temp.transform.SetParent(guiBackground.transform, false); RectTransform rt = temp.GetComponent <RectTransform>(); rt.localScale.Set(1, 1, 1); rt.anchorMin = new Vector2(0.5f, 1.0f); rt.anchorMax = new Vector2(0.5f, 1.0f); rt.rect.size.Set(160, 14); //rt.anchoredPosition.Set(0, 0); float offset = (float)-(ratio * (count) * windowHeight) - 20; rt.anchoredPosition = new Vector3(0, offset, 0); UILineRenderer t2 = temp.GetComponentInChildren <UILineRenderer>(); t2.Points[0].Set(-30, -offset - 150 + 7); t2.Points[1].Set(2, 7); temp.onClick.AddListener(onClick); mapCOAs.Add(temp); count++; } }
// Use this for initialization void Start() { tmp = GameObject.Find("TCPService"); diagram = GameObject.Find("#" + (tmp.GetComponent <TCPService>().GetDiagCount() - 1)); lifeline = transform.Find("lifeline"); lifelineRenderer = lifeline.GetComponent <UILineRenderer>(); }
public void AddPath(Path path) { int hashCode = path.GetHashCode(); if (paths.ContainsKey(hashCode)) { return; } UILineRenderer newPath = Instantiate(pathTemplate, contentHolder); newPath.name = path.Name; paths.Add(hashCode, newPath); newPath.rectTransform.anchoredPosition = Vector2.zero; newPath.transform.SetAsFirstSibling(); newPath.Points = new Vector2[3] { path.GetStartPointCenter() *pixelsPerMapUnit, path.GetMidPoint() *pixelsPerMapUnit, path.GetEndPointCenter() *pixelsPerMapUnit }; newPath.color = path.unlocked ? Color.black : Color.red; }
private void ShowLine(GameObject begin, GameObject destination) /* show green navigate line on map */ { UILineRenderer line = navline.GetComponent <UILineRenderer>(); line.Points.Clear(); MarkerData checkPoint = begin.GetComponent <MarkerData>(); int i = 0; //Debug.Log("Write Line At " + checkPoint.markerName + " " + line.Points(i)); while (checkPoint.successor != null) { // last point point to marker position line.Points.Add(new Vector2( checkPoint.referencePosition.x * (mapImage.GetComponent <RectTransform>().sizeDelta.x / 1000), checkPoint.referencePosition.z * (mapImage.GetComponent <RectTransform>().sizeDelta.y / 1000) )); i++; checkPoint = checkPoint.successor.GetComponent <MarkerData>(); } // add last point line.Points.Add(new Vector2( checkPoint.referencePosition.x * (mapImage.GetComponent <RectTransform>().sizeDelta.x / 1000), checkPoint.referencePosition.z * (mapImage.GetComponent <RectTransform>().sizeDelta.y / 1000) )); line.Points.Add(new Vector2( checkPoint.position.x * (mapImage.GetComponent <RectTransform>().sizeDelta.x / 1000), checkPoint.position.z * (mapImage.GetComponent <RectTransform>().sizeDelta.y / 1000) )); line.SetVerticesDirty(); }
protected override void DoDispose() { Background.Dispose(); CompressToSwap.Dispose(); Lines.Dispose(); SphereRenderer.Dispose(); CapsuleRenderer.Dispose(); CylinderRenderer.Dispose(); BoxRenderer.Dispose(); TriangleRenderer.Dispose(); MeshRenderer.Dispose(); UILineRenderer.Dispose(); GlyphRenderer.Dispose(); GL.DeleteFramebuffer(framebuffer); GL.DeleteTexture(depthBuffer); GL.DeleteTexture(colorBuffer); GL.DeleteFramebuffer(resolvedFramebuffer); GL.DeleteTexture(resolvedColorBuffer); Shapes.Dispose(); }
public void Dispose() { if (!disposed) { disposed = true; Background.Dispose(); CompressToSwap.Dispose(); SphereRenderer.Dispose(); CapsuleRenderer.Dispose(); UILineRenderer.Dispose(); GlyphRenderer.Dispose(); depthBuffer.Dispose(); dsv.Dispose(); colorBuffer.Dispose(); rtv.Dispose(); rasterizerState.Dispose(); opaqueDepthState.Dispose(); opaqueBlendState.Dispose(); uiDepthState.Dispose(); uiBlendState.Dispose(); } }
// Update is called once per frame void Update() { //if target or source class removed delete message as well if (fromClass == null || toClass == null) { Destroy(gameObject); return; } var line = transform.Find("line"); var label = transform.Find("label"); var arrow = line.Find("arrow"); UILineRenderer lr = line.GetComponent <UILineRenderer>(); var rta = arrow.GetComponent <RectTransform>(); rta.anchoredPosition = new Vector2(Direction * (Width - rta.sizeDelta.x) * 0.5f, 0); arrow.GetComponent <RectTransform>().localEulerAngles = new Vector3(0, Orientation, 0); GetComponent <VerticalLayoutGroup>().padding.left = (int)StartPosX; line.GetComponent <LayoutElement>().minHeight = rta.sizeDelta.y; var rt = line.GetComponent <RectTransform>(); rt.sizeDelta = new Vector2(Width, 0); //using 0 since height is ignored due to layout rt = label.GetComponent <RectTransform>(); rt.sizeDelta = new Vector2(Width, 0); lr.Points = LinePoints.ToArray(); }
public ConnectionDrawData(int id, SocketHandle port1, SocketHandle port2, UILineRenderer lineRenderer) { this.id = id; this.output = port1; this.input = port2; this.lineRenderer = lineRenderer; }
private UILineRenderer CreateLineRenderer() { UILineRenderer lineRenderer = viewCreator.InstantiateLineRenderer("Line", chartDataContainerView.transform, PivotValue.BOTTOM_LEFT); lineRenderer.GetComponent <RectTransform> ().sizeDelta = GetSize(); return(lineRenderer); }
public void Init() { _connections = new Dictionary <int, ConnectionDrawData>(); _lineContainer = lineContainer; _pointerLocator = pointerLocator; _lineRenderer = CreateLine(); _hasRequest = false; }
protected override void Awake() { base.Awake(); lineRenderer = GetComponent <UILineRenderer>(); Points = lineRenderer.Points; SegmentLength = segmentLength; UpdateCaps(); }
// Start is called before the first frame update void Start() { UIline = GetComponent <UILineRenderer>(); UIline.material = new Material(shader); material = UIline.material; material.SetColor("_Color", UIline.color); }
public void DestroyLine() { if (lineRenderer) { Destroy(lineRenderer.gameObject); lineRenderer = null; } }
public NodePortGfx Setup(NodeGfx master, PortType type, int value) { myMaster = master; myType = type; myRend = GetComponentInChildren <UILineRenderer>(); ConnectionInProgressShowObject.SetActive(false); myRend.enabled = false; pathActive = false; myRend.m_points = new Vector2[resolution + 1]; if (isCrafting) { if (isInput) { colorChangeImage.color = craftInColor; } else { colorChangeImage.color = craftOutColor; } } else { if (!isInput) { colorChangeImage.color = craftInColor; } else { colorChangeImage.color = craftOutColor; } } if (myRegion) { switch (myType) { case PortType.itemInput: myRegion.SetUp(ValueRegion.type.itemInput, null, this, value); break; case PortType.itemOutput: myRegion.SetUp(ValueRegion.type.itemOutput, null, this, value); break; case PortType.craftInput: myRegion.SetUp(ValueRegion.type.craftInput, null, this, value); break; case PortType.craftOutput: myRegion.SetUp(ValueRegion.type.craftOutput, null, this, value); break; } } return(this); }
public void OnStartDrag() { lineRenderer = Instantiate(lineRendererPrefab); lineRenderer.transform.SetParent(graph.LinesHolder.transform); lineRenderer.transform.position = transform.position; lineRenderer.transform.localScale = new Vector3(1, 1, 1); points[3] = points[2] = points[1] = points[0] = new Vector2(0, 0); lineRenderer.Points = points; }
public void Initialize(Vector3[] points, string candidate) { // load material if not already loaded if (material == null) material = Resources.Load ("UILineRendererMaterial"); lineRenderer = GetComponent<UILineRenderer> (); // create a new material instance and set its color matInstance = new Material(material as Material); matInstance.SetColor ("_Color", Candidate.candidateList [candidate].color); lineRenderer.material = matInstance; lineRenderer.Points = new Vector2[points.Length]; for (int i = 0; i < points.Length; i++) { Vector3 vec3 = points [i]; lineRenderer.Points [i] = new Vector2 (vec3.z, vec3.y); } }