private void Start() { VectorLine vectorLine = new VectorLine("Line", new List <Vector2>(this.segments + 1), this.lineTexture, 3f, (LineType)0); vectorLine.MakeEllipse(Vector2.op_Implicit(new Vector2((float)(Screen.get_width() / 2), (float)(Screen.get_height() / 2))), this.xRadius, this.yRadius, this.segments, this.pointRotation); vectorLine.Draw(); }
// Token: 0x06000B11 RID: 2833 RVA: 0x0003197C File Offset: 0x0002FD7C private void Start() { List <Vector2> points = new List <Vector2>(this.segments + 1); VectorLine vectorLine = new VectorLine("Line", points, this.lineTexture, 3f, LineType.Continuous); vectorLine.MakeEllipse(new Vector2((float)(Screen.width / 2), (float)(Screen.height / 2)), this.xRadius, this.yRadius, this.segments, this.pointRotation); vectorLine.Draw(); }
// Token: 0x06000B13 RID: 2835 RVA: 0x00031A08 File Offset: 0x0002FE08 private void Start() { List <Vector2> points = new List <Vector2>(this.segments * 2 * this.numberOfEllipses); VectorLine vectorLine = new VectorLine("Line", points, this.lineTexture, 3f); for (int i = 0; i < this.numberOfEllipses; i++) { Vector2 v = new Vector2((float)UnityEngine.Random.Range(0, Screen.width), (float)UnityEngine.Random.Range(0, Screen.height)); vectorLine.MakeEllipse(v, (float)UnityEngine.Random.Range(10, Screen.width / 2), (float)UnityEngine.Random.Range(10, Screen.height / 2), this.segments, i * (this.segments * 2)); } vectorLine.Draw(); }
private void Start() { VectorLine vectorLine = new VectorLine("Line", new List <Vector2>(this.segments * 2 * this.numberOfEllipses), this.lineTexture, 3f); for (int index = 0; index < this.numberOfEllipses; ++index) { Vector2 vector2; ((Vector2) ref vector2).\u002Ector((float)Random.Range(0, Screen.get_width()), (float)Random.Range(0, Screen.get_height())); vectorLine.MakeEllipse(Vector2.op_Implicit(vector2), (float)Random.Range(10, Screen.get_width() / 2), (float)Random.Range(10, Screen.get_height() / 2), this.segments, index * (this.segments * 2)); } vectorLine.Draw(); }
void Start() { // Make Vector2 list where the size is the number of segments plus one (since the first and last points must be the same) var linePoints = new List <Vector2>(segments + 1); // Make a VectorLine object using the above points, with a width of 3 pixels var line = new VectorLine("Line", linePoints, lineTexture, 3.0f, LineType.Continuous); // Create an ellipse in the VectorLine object, where the origin is the center of the screen // If xRadius and yRadius are the same, you can use MakeCircleInLine instead, which needs just one radius value instead of two line.MakeEllipse(new Vector2(Screen.width / 2, Screen.height / 2), xRadius, yRadius, segments, pointRotation); // Draw the line line.Draw(); }
void Start() { // Make Vector2 list where the size is twice the number of segments (since it's a discrete line where each segment needs two points), // multiplied by the total number to be drawn var linePoints = new List <Vector2>((segments * 2) * numberOfEllipses); // Make a VectorLine object using the above points, with a width of 3 pixels var line = new VectorLine("Line", linePoints, lineTexture, 3.0f); // Create the ellipses in the VectorLine object, where the origin is random, and the radii are random for (int i = 0; i < numberOfEllipses; i++) { var origin = new Vector2(Random.Range(0, Screen.width), Random.Range(0, Screen.height)); line.MakeEllipse(origin, Random.Range(10, Screen.width / 2), Random.Range(10, Screen.height / 2), segments, i * (segments * 2)); } // Draw the line line.Draw(); }