public void Replace(Material replacementMaterial) { if (renderer && material) { renderer.SetMaterial(replacementMaterial, 0); } }
protected override void UpdateMaterial() { base.UpdateMaterial(); if (shouldEmojilize) { if (IsActive()) { CreateEmojiCanvasRenderer(); emojiCanvasRenderer.materialCount = 1; if (config.material != null) { emojiCanvasRenderer.SetMaterial(GetModifiedEmojiMaterial(config.material), 0); } else { emojiCanvasRenderer.SetMaterial(materialForRendering, 0); } emojiCanvasRenderer.SetTexture(config.texture); } } else { if (emojiCanvasRenderer != null) { emojiCanvasRenderer.Clear(); } } }
void Start() { viewMesh = new Mesh(); viewMesh.name = "view Mesh"; //viewMeshFilter.mesh = viewMesh; canvas.Clear(); canvas.SetMesh(viewMesh); canvas.SetMaterial(material, 0); }
/// <summary> /// Waits for the renderer to initialize. /// </summary> /// <returns></returns> IEnumerator WaitForRenderer() { while (m_Renderer.materialCount < 1) { yield return(null); } m_Renderer.SetMaterial(newMaterial, 0); initialized = true; yield break; }
/// <summary> /// /// </summary> protected override void UpdateMaterial() { //Debug.Log("*** STO-UI - UpdateMaterial() *** FRAME (" + Time.frameCount + ")"); //if (!this.IsActive()) // return; if (m_canvasRenderer == null) { m_canvasRenderer = this.canvasRenderer; } m_canvasRenderer.materialCount = 1; m_canvasRenderer.SetMaterial(materialForRendering, 0); m_canvasRenderer.SetTexture(mainTexture); #if UNITY_EDITOR if (m_sharedMaterial != null && gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]") { gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]"; } #endif }
public void Start() { _collider = GetComponent <BoxCollider2D>(); _canvasRenderer = GetComponent <CanvasRenderer>(); _canvasRenderer.SetMaterial(Material, Texture2D.whiteTexture); _collider.size = new Vector2(Width * 64, Height * 64); }
private void UpdateStatsVisual() { Mesh mesh = new Mesh(); Vector3[] vertices = new Vector3[6]; Vector2[] uv = new Vector2[6]; int[] triangles = new int[3 * 5]; float angleIncrement = 360f / 5; float radarChartSize = 99f; Vector3 attackVertex = Quaternion.Euler(0, 0, -angleIncrement * 0) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Attack); int attackVertexIndex = 1; Vector3 defenceVertex = Quaternion.Euler(0, 0, -angleIncrement * 1) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Defence); int defenceVertexIndex = 2; Vector3 speedVertex = Quaternion.Euler(0, 0, -angleIncrement * 2) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Speed); int speedVertexIndex = 3; Vector3 manaVertex = Quaternion.Euler(0, 0, -angleIncrement * 3) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Mana); int manaVertexIndex = 4; Vector3 healthVertex = Quaternion.Euler(0, 0, -angleIncrement * 4) * Vector3.up * radarChartSize * stats.GetStatAmountNormalized(Stats.Type.Health); int healthVertexIndex = 5; vertices[0] = Vector3.zero; vertices[attackVertexIndex] = attackVertex; vertices[defenceVertexIndex] = defenceVertex; vertices[speedVertexIndex] = speedVertex; vertices[manaVertexIndex] = manaVertex; vertices[healthVertexIndex] = healthVertex; triangles[0] = 0; triangles[1] = attackVertexIndex; triangles[2] = defenceVertexIndex; triangles[3] = 0; triangles[4] = defenceVertexIndex; triangles[5] = speedVertexIndex; triangles[6] = 0; triangles[7] = speedVertexIndex; triangles[8] = manaVertexIndex; triangles[9] = 0; triangles[10] = manaVertexIndex; triangles[11] = healthVertexIndex; triangles[12] = 0; triangles[13] = healthVertexIndex; triangles[14] = attackVertexIndex; mesh.vertices = vertices; mesh.uv = uv; mesh.triangles = triangles; raderMeshCanvasRenderer.SetMesh(mesh); raderMeshCanvasRenderer.SetMaterial(radarMaterial, null); //transform.Find("attackBar").localScale = new Vector3(1, stats.GetStatAmountNormalized(Stats.Type.Attack)); //transform.Find("defenceBar").localScale = new Vector3(1, stats.GetStatAmountNormalized(Stats.Type.Defence)); }
/* * Add/remove componenets depending on parent */ void TakeCareOfComponenets() { if (isCanvas) { DestroyImmediate(GetComponent <MeshFilter>()); DestroyImmediate(GetComponent <MeshRenderer>()); if (GetComponent <CanvasRenderer>() == null) { gameObject.AddComponent <CanvasRenderer>(); } cr = GetComponent <CanvasRenderer>(); cr.SetMaterial(useMaterial, null); } else { DestroyImmediate(GetComponent <CanvasRenderer>()); if (GetComponent <MeshFilter>() == null) { gameObject.AddComponent <MeshFilter>(); } if (GetComponent <MeshRenderer>() == null) { gameObject.AddComponent <MeshRenderer>(); } mf = GetComponent <MeshFilter>(); mr = GetComponent <MeshRenderer>(); mr.sharedMaterial = useMaterial; sortingLayer = mr.sortingLayerID; orderInLayer = mr.sortingOrder; } }
void Start() { if (m_Initialized) { return; } pCanvasRenderer = gameObject.GetComponent <CanvasRenderer>(); pCanvasRenderer.SetMaterial(m_Mat, null); pRectTransform = gameObject.GetComponent <RectTransform>(); //m_MeshFilter = gameObject.AddComponent< MeshFilter >(); //gameObject.AddComponent< MeshRenderer >(); m_NormalizedGraphValues = new float[m_Resolution]; for (int i = 0; i < m_NormalizedGraphValues.Length; i++) { m_NormalizedGraphValues[i] = 1; } //if( m_Mat != null ) renderer.material = m_Mat; m_Mesh = new Mesh(); CreateMesh(); m_Initialized = true; }
public void UpdateStatusMesh(float[] normalizedValues) { if (chartMesh) { Destroy(chartMesh); } chartMesh = new Mesh(); Vector3[] vertices = new Vector3[normalizedValues.Length + 1]; int[] triangles = new int[3 * normalizedValues.Length]; float deltaAngle = 360f / normalizedValues.Length; vertices[0] = Vector3.zero; for (int i = 0; i < normalizedValues.Length; i++) { vertices[i + 1] = GetVerticesPos(normalizedValues[i], deltaAngle * i); triangles[i * 3] = 0; triangles[i * 3 + 1] = i + 1; triangles[i * 3 + 2] = i + 2 >= normalizedValues.Length + 1 ? 1 : i + 2; } chartMesh.vertices = vertices; chartMesh.triangles = triangles; canvasRenderer.SetMesh(chartMesh); canvasRenderer.SetMaterial(chartMaterial, null); }
void Awake() { canvasRenderer = gameObject.AddComponent <CanvasRenderer>(); canvasRenderer.SetMaterial(material, null); mesh = new Mesh(); datas = new Linedata(); }
// Use this for initialization void Start() { Color32 color = new Color32(255, 0, 0, 255); //color = new Color32(); UIVertex[] data = new UIVertex[] { new UIVertex() { position = new Vector3(0f, 0f, 0f), color = color }, new UIVertex() { position = new Vector3(0f, 50f, 0f), color = color }, new UIVertex() { position = new Vector3(50f, 50f, 50f), color = color }, new UIVertex() { position = new Vector3(50f, 0f, 50f), color = color } }; CanvasRenderer canvasRender = GetComponent <CanvasRenderer>(); canvasRender.Clear(); Material defaultMaterial = new Material(Shader.Find("UI/Default")); canvasRender.SetMaterial(defaultMaterial, null); canvasRender.SetVertices(data, data.Length); Debug.Log("start"); }
public void Draw() { canvasRender.Clear(); canvasRender.SetMaterial(wallMaterial, null); canvasRender.GetMaterial().color = Color.white; canvasRender.SetVertices(vertlist); //Debug.Log("cout: " + list.Count); }
protected override void UpdateMaterial() { if (m_canvasRenderer == null) { m_canvasRenderer = canvasRenderer; } m_canvasRenderer.materialCount = 1; m_canvasRenderer.SetMaterial(materialForRendering, 0); m_canvasRenderer.SetTexture(mainTexture); }
private void DrawBarChart() { if (controller.SeriesCount < 1) { return; } float mBarHeight = chartHolder.rect.height; float mBarSector = chartHolder.rect.width / controller.SeriesCount; float mBarWidth = mBarSector * 0.67f; for (int idx = 0; idx < controller.SeriesCount; idx++) { float x = (idx + 0.5f) * mBarSector; float y = controller.values[idx] / controller.GetTotalMaxValue() * mBarHeight; Vector3[] lines = new Vector3[] { new Vector3(x, 0), new Vector3(x, y) }; Mesh lineMesh = ChartUtils.GenerateLineMesh(lines, mBarWidth); string name = ChartUtils.NameGenerator(chartChildString, idx); GameObject obj = chartHolder.Find(name).gameObject; CanvasRenderer renderer = obj.GetComponent <CanvasRenderer>(); renderer.Clear(); renderer.SetMaterial(controller.materials[idx], null); renderer.SetMesh(lineMesh); RectTransform rt; if (obj.transform.childCount > 0) { rt = obj.transform.GetChild(0) as RectTransform; } else { var go = new GameObject(); go.transform.SetParent(obj.transform); var t = go.AddComponent <Text>(); t.alignment = TextAnchor.MiddleCenter; t.color = Color.black; t.font = font; rt = go.transform as RectTransform; } rt.localPosition = new Vector3(x, -7); var text = obj.GetComponentInChildren <Text>(); if (text != null) { text.text = controller.values[idx].ToString(); } } }
private void UpdateMat() { Debug.Log("Updated material val"); CanvasRenderer image = GetComponent <CanvasRenderer>(); Material existingGlobalMat = image.GetMaterial(); Material updatedMaterial = new Material(existingGlobalMat); updatedMaterial.SetInt("unity_GUIZTestMode", (int)comparison); image.SetMaterial(updatedMaterial, 0); apply = false; }
/// <summary> /// Method to draw / display the 2D Radar Chart within the UI. /// </summary> /// <param name="mesh">Mesh of the 2D Radar Chart representing the selected Time Slice in the 3D Radar Chart.</param> private void setRadarChart2DMesh(Mesh mesh) { // set the mesh timeSliceRadarUICanvasRenderer.SetMesh(mesh); // set color Material polygonMeshMat = new Material(Shader.Find("UI/Default")); polygonMeshMat.color = tdrcInterface.cnfgTmSlcRdrUI_radarColor; timeSliceRadarUICanvasRenderer.SetMaterial(polygonMeshMat, null); }
private void SetZTestMode(CanvasRenderer r) { if (r.materialCount == 0) { return; } Material mat = new Material(r.GetMaterial(0)); mat.SetInt("unity_GUIZTestMode", (int)(enabled ? CompareFunction.Always : CompareFunction.LessEqual)); r.SetMaterial(mat, 0); }
private void Init() { if (_canvasRenderer != null) { return; } _canvasRenderer = GetComponent <CanvasRenderer>(); _canvasRenderer.SetMaterial(_material, null); }
protected override void _drawAxisBackground(List <UIVertex> pVertexList) { Material pMat = new Material(AxisMaterial); pMat.SetColor("_TintColor", MarginBackgroundColor); CanvasRenderer pCanvasRenderer = NGraphUtils.AddCanvasRenderer(mAxesBackgroundGo); pCanvasRenderer.Clear(); pCanvasRenderer.SetMaterial(pMat, null); pCanvasRenderer.SetVertices(pVertexList); }
/// <summary> /// Redraw the axis based on the lenght and height of the chart area. /// </summary> private void UpdateAxis() { lines = new Vector3[4]; lines[0] = Vector3.zero; lines[1] = new Vector3(0, axisHolder.rect.height); lines[2] = lines[0]; lines[3] = new Vector3(axisHolder.rect.width, 0); axisMesh = ChartUtils.GenerateLineMesh(lines, 2f); //canvasRenderer.Clear(); canvasRenderer.SetMaterial(ChartUtils.BlackMaterial, null); canvasRenderer.SetMesh(axisMesh); }
IEnumerator LoadImage() { WWW www = new WWW(url2); yield return(www); //renderer.material.mainTexture = www.texture; //image script material = sprite- default material renderer = GetComponent <Renderer>(); canvRenderer = GetComponent <CanvasRenderer>(); canvRenderer.SetMaterial(canvRenderer.GetMaterial(), www.texture); //renderer.material.mainTexture = www.texture; }
// Use this for initialization void Start() { renderer = GetComponent <CanvasRenderer>(); mesh = new Mesh(); mesh.SetVertices(new List <Vector3>(points)); mesh.SetTriangles(new int[] { 0, 1, 2 }, 0); renderer.Clear(); renderer.SetMaterial(material, null); renderer.SetMesh(mesh); player = FindObjectOfType <PlayerController>(); }
protected override void UpdateMaterial() { if (m_canvasRenderer == null) { m_canvasRenderer = canvasRenderer; } m_canvasRenderer.materialCount = 1; m_canvasRenderer.SetMaterial(((Graphic)this).materialForRendering, 0); m_canvasRenderer.SetTexture(((Graphic)this).mainTexture); if (m_sharedMaterial != null && base.gameObject.name != "TMP SubMeshUI [" + m_sharedMaterial.name + "]") { base.gameObject.name = "TMP SubMeshUI [" + m_sharedMaterial.name + "]"; } }
public override void setupGraphHierarchy() { base.setupGraphHierarchy(); CanvasRenderer pCanvasRenderer = NGraphUtils.AddCanvasRenderer(mMeshesContainer); Material pMat = new Material(AxisMaterial); pMat.SetColor("_TintColor", GridLinesColorMajor); pCanvasRenderer.Clear(); pCanvasRenderer.SetMaterial(pMat, null); NGraphUtils.DrawRect(new Rect(adjustPointX(-5) - (GridLinesThicknesMajor / 2f), adjustPointY(YRange.y), GridLinesThicknesMajor, adjustPointY(YRange.x) * 2), pCanvasRenderer); }
void ShowProgressionCircle() { _mesh = new Mesh(); _vertices = new Vector3[_levelCount * 3]; _vertices[0] = new Vector3(0f, 0f, 0f) * 10f; _vertices[1] = new Vector3(0f, 1f, 0f) * 10f; _vertices[2] = new Vector3(-1f, 1f, 0f) * 10f; // _vertices[3] = new Vector3(-1f,0f,0f) * 10f; _mesh.vertices = _vertices; _mesh.uv = new Vector2[] { new Vector2(1 - 1f / _resolution, 1), new Vector2(1, 1), new Vector2(1, 1) }; _mesh.triangles = new int[] { 0, 1, 2 }; _renderer.SetMaterial(_material, _texture); _renderer.SetMesh(_mesh); }
void MeshRenderTest() { CanvasRenderer cr = meshTest.AddComponent <CanvasRenderer>(); Mesh mesh = new Mesh(); mesh.vertices = new Vector3[] { new Vector3(0, 0, 0), new Vector3(0, 100, 0), new Vector3(100, 100, 0), new Vector3(100, 0, 0) }; mesh.triangles = new int[] { 0, 1, 2, 2, 3, 0 }; // mesh.colors = new Color[]{ // Color.black, // Color.blue, // Color.cyan, // Color.gray // }; cr.Clear(); cr.SetMaterial(material, null); // cr.SetMesh (mesh); Vector3[] vertices = mesh.vertices; int[] triangles = mesh.triangles; Vector3[] normals = mesh.normals; Vector2[] uv = mesh.uv; UIVertex vertex; // Debug.Log (uv.Length); List <UIVertex> vertexList = new List <UIVertex> (); for (int i = 0; i < triangles.Length; i++) { vertex = new UIVertex(); int triangle = triangles[i]; vertex.position = ((vertices[triangle] - mesh.bounds.center) * 1); vertex.uv0 = Vector2.one; vertex.normal = Vector3.forward; vertexList.Add(vertex); if (i % 3 == 0) { vertexList.Add(vertex); } } cr.SetVertices(vertexList); }
void Start() { arrowHead.sizeDelta = new Vector2(arrowHead.rect.width * ARROW_HEAD_SCALE_COEFFICIENT, arrowHead.rect.height * ARROW_HEAD_SCALE_COEFFICIENT); arrowTail.sizeDelta = new Vector2(arrowTail.rect.width, arrowTail.rect.height * ARROW_TAIL_SCALE_COEFFICIENT); scoreKeepingScript = GameObject.Find("World").GetComponent <ScoreKeeping> (); ballManagerScript = GetComponent <BallManager> (); cameraFollowScript = camera3D.GetComponent <CameraFollow> (); levelManage = GameObject.Find("LevelManager"); levelManagerScript = levelManage == null ? null : levelManage.GetComponent <LevelManager> (); arrowTailRenderer = arrowTail.GetComponent <CanvasRenderer> (); arrowTailRenderer.SetMaterial(arrowTailShader, null); distance = 0; arrowScalePercent = 0; overUI = false; }
void Start() { if (m_ActorNode == null) { return; } m_Renderer = GetComponent <CanvasRenderer>(); m_Renderer.Clear(); m_Renderer.SetAlpha(1.0f); m_Renderer.SetColor(Color.white); m_Renderer.SetMesh(m_Mesh); m_Renderer.materialCount = 1; m_Renderer.SetMaterial(m_Material, 0); m_VertexPositionBuffer = m_ActorNode.MakeVertexPositionBuffer(); }
private void GenerateMesh() { int count = values.Count; if (count > 0) { _mesh = new Mesh(); _vertices = new Vector3[count + 1]; _uv = new Vector2[count + 1]; _triangles = new int[3 * count]; float angleIncrement = 360f / count; float radarChartSize = 145f; // uv _uv[0] = Vector2.zero; for (int i = 0; i < count; i++) { _uv[i + 1] = Vector2.one; } // vertices and tris _vertices[0] = Vector3.zero; for (int i = 0; i < count; i++) { _vertices[i + 1] = Quaternion.Euler(0, 0, -angleIncrement * i) * Vector3.up * radarChartSize * values[i].GetFraction; // Tris _triangles[i * 3] = 0; for (int j = 0; j < 2; j++) { _triangles[i * 3 + j + 1] = i + j + 1; } } _triangles[3 * count - 1] = 1; _fullVertices = new Vector3[count + 1]; Array.Copy(_vertices, _fullVertices, _vertices.Length); _mesh.vertices = _vertices; _mesh.uv = _uv; _mesh.triangles = _triangles; canvasRenderer.SetMesh(_mesh); canvasRenderer.SetMaterial(chartMaterial, null); } }