Esempio n. 1
0
    private void AddBlockingMarker()
    {
        blockingMarker = new GameObject("mark");
        SpriteRenderer sr = blockingMarker.AddComponent <SpriteRenderer>();

        sr.sprite         = PoolMaster.GetStarSprite(true);
        sr.sharedMaterial = PoolMaster.starsBillboardMaterial;
        blockingMarker.transform.localPosition = pos.ToWorldSpace();
    }
Esempio n. 2
0
    public Matrix4x4 GetPositionMatrix()
    {
        var   faceVector = Vector3.zero;
        var   rotation   = Quaternion.identity;
        float step       = Block.QUAD_SIZE * 0.5f;

        switch (meshInfo.faceIndex)
        {
        case Block.FWD_FACE_INDEX:
            faceVector = Vector3.forward * step;
            rotation   = Quaternion.Euler(0f, 0f, meshRotation * 90f);
            break;

        case Block.RIGHT_FACE_INDEX:
            faceVector = Vector3.right * step;
            rotation   = Quaternion.Euler(0, 90, meshRotation * 90f);
            break;

        case Block.BACK_FACE_INDEX:
            faceVector = Vector3.back * step;
            rotation   = Quaternion.Euler(0, 180, meshRotation * 90f);
            break;

        case Block.LEFT_FACE_INDEX:
            faceVector = Vector3.left * step;
            rotation   = Quaternion.Euler(0, 270, meshRotation * 90f);
            break;

        case Block.UP_FACE_INDEX:
            faceVector = Vector3.up * step;
            rotation   = Quaternion.Euler(-90, 0, meshRotation * 90f);
            break;

        case Block.DOWN_FACE_INDEX:
            faceVector = Vector3.down * step;
            rotation   = Quaternion.Euler(90, 0, meshRotation * 90f);
            break;

        case Block.SURFACE_FACE_INDEX:
            faceVector = Vector3.down * step;
            rotation   = Quaternion.Euler(-90, 0, meshRotation * 90f);
            break;

        case Block.CEILING_FACE_INDEX:
            faceVector = Vector3.up * (0.5f - Block.CEILING_THICKNESS) * Block.QUAD_SIZE;
            rotation   = Quaternion.Euler(90, 0, meshRotation * 90f);
            break;
        }
        return(Matrix4x4.TRS(
                   pos.ToWorldSpace() + faceVector,
                   rotation,
                   Vector3.one * Block.QUAD_SIZE
                   ));
    }