public MainPage() { this.InitializeComponent(); LoadApplication(new Essentials.Samples.App()); CircleRenderer.Init(); }
private void Start() { player = transform.GetChild(0); playerScript = player.GetComponent <PlayerController>(); rend = GetComponent <CircleRenderer>(); PlayerController.playerDied += OnPlayerDied; }
// // This method is invoked when the application has loaded and is ready to run. In this // method you should instantiate the window, load the UI into it and then make the window // visible. // // You have 17 seconds to return from this method, or iOS will terminate your application. // public override bool FinishedLaunching(UIApplication app, NSDictionary options) { global::Xamarin.Forms.Forms.Init(); CircleRenderer.Init(); LoadApplication(new App()); return(base.FinishedLaunching(app, options)); }
private void OnGUI() { circleRenderer = (CircleRenderer)EditorGUILayout.ObjectField(circleRenderer, typeof(CircleRenderer), true); if (circleRenderer) { circleRenderer.Radius = EditorGUILayout.FloatField("Radius", circleRenderer.Radius); circleRenderer.Segments = EditorGUILayout.IntSlider("Segments", circleRenderer.Segments, 3, 20); } }
public SimpleBall(Vector2f _pos, Color _color, int _size) { gameObject = new GameObject(_pos); CircleRenderer c = new CircleRenderer(gameObject, (uint)_size, _color); gameObject.AddComponent(c); }
public TransformControl(Transform transform) { this.transform = transform; positionCircle = new Transform(Matrix3x3.identity); positionCircle.parent = transform; positionCircle.localPosition = GetCircleLocalPosition(); positionCircle.localScale = GetCircleLocalScale(); positionCircleRenderer = new CircleRenderer(positionCircle, GetExitColor()); positionCircleRenderer.layer = DrawLayer.UI; }
private void Start() { boundary = FindObjectOfType <WorldBoundary>(); rend = GetComponent <CircleRenderer>(); rend.radius = rend.radius / (iteration + 2); float velocityMagnitude = velocityMultiplier * (iteration + 1); velocity = new Vector2(Random.Range(-velocityMagnitude, velocityMagnitude), Random.Range(-velocityMagnitude, velocityMagnitude)); gameObject.GetComponent <MeshCollider>().sharedMesh = MeshGenerator.GeneratePolygonMesh(rend.circlePoints); }
protected override void OnCreate(Bundle bundle) { TabLayoutResource = Resource.Layout.Tabbar; ToolbarResource = Resource.Layout.Toolbar; base.OnCreate(bundle); global::Xamarin.Forms.Forms.Init(this, bundle); CrossCurrentActivity.Current.Init(this, bundle); CrossFingerprint.SetCurrentActivityResolver(() => CrossCurrentActivity.Current.Activity); CircleRenderer.Init(); LoadApplication(new App()); }
// Use this for initialization void Start() { input = GetComponent <InputMap>(); rb = GetComponent <Rigidbody2D>(); sr = GetComponent <SpriteRenderer>(); cr = GetComponent <CircleRenderer>(); //solve for gravity and jumpSpeed based on timeToJumpApex and jumpHeight //d = vi * t + (1/2) * a * t^2 where vi = initial jump velocity = 0 //d = (1/2) * a * t^2 gravity = (2 * jumpHeight) / Mathf.Pow(timeToJumpApex, 2); Physics2D.gravity = new Vector2(Physics2D.gravity.x, -gravity); jumpSpeed = gravity * timeToJumpApex; }
// Use this for initialization void Start() { var allWaypoints = GameObject.FindGameObjectsWithTag("Waypoints"); var closestDist = Mathf.Infinity; if (allWaypoints.Length == 0) { Debug.LogError("Couldn't find any waypoints!"); } foreach (var waypoint in allWaypoints) { var distance = Vector2.Distance(this.transform.position, waypoint.transform.position); if (distance < closestDist) { closestDist = distance; _waypoint = waypoint; } _sdn = GameObject.FindObjectOfType <SDN> (); if (_sdn == null) { throw new UnassignedReferenceException("Couldn't find the SDN object!"); } } // Add to vehicle list _sdn.addToVehicleList(this); Debug.Assert(_waypoint != null, "Unable to find any waypoints on initialize!"); status = Status.Go; currSpeed = vehicle.Speed; stoplight = null; showSearchRadius = false; radiusRenderer = GetComponent <CircleRenderer>(); radiusRenderer.enabled = true; if (showSearchRadius) { radiusRenderer.lineWidth = 0.5f; radiusRenderer.radius = searchRadius; } else { radiusRenderer.lineWidth = 0f; } radiusRenderer.DoRenderer(); }
public Ball(Vector2f pos, Color _color, int _size, float _friction) { gameObject = new GameObject(pos); CircleRenderer c = new CircleRenderer(gameObject, (uint)_size, _color); gameObject.AddComponent(c); PhysicsBody p = new PhysicsBody(gameObject); //p.size = _size; p.bounce = _friction; gameObject.AddComponent(p); CircleCollider circleCollider = new CircleCollider(gameObject, _size); gameObject.AddComponent(circleCollider); Game.CollisionHandler.AddDynamicCollider(circleCollider); }
// Use this for initialization void Awake() { _sbsm = gameObject.GetComponent <SensorModule>(); _sbotv = gameObject.GetComponent <ObjectTypeVisible>(); GameObject SenObj = Instantiate(SensorsLine, gameObject.transform.position, gameObject.transform.rotation); SensorsLine = SenObj; _scr = SenObj.GetComponent <CircleRenderer>(); _sespa = SenObj.GetComponent <EnterSelectPlaneActive>(); GameObject WepObj = Instantiate(WeaponLine, gameObject.transform.position, gameObject.transform.rotation); WeaponLine = WepObj; _wcr = WepObj.GetComponent <CircleRenderer>(); _wespa = WepObj.GetComponent <EnterSelectPlaneActive>(); _sespa.Owner = gameObject; _wespa.Owner = gameObject; }
public Player() { gameobject = new GameObject(new Vector2f(0, 300)); //RectRenderer rc = new RectRenderer(gameobject, new Vector2f(50, 50), new Color(224, 131, 38)); //gameobject.AddComponent(rc); CircleRenderer c = new CircleRenderer(gameobject, 25, new Color(224, 131, 38)); gameobject.AddComponent(c); PhysicsBody p = new PhysicsBody(gameobject); p.bounce = 0.75f; gameobject.AddComponent(p); InputMoveable im = new InputMoveable(gameobject, 2000); gameobject.AddComponent(im); CircleCollider circleCollider = new CircleCollider(gameobject, 25); gameobject.AddComponent(circleCollider); Game.CollisionHandler.AddDynamicCollider(circleCollider); }
// Use this for initialization void Awake() { if (gameObject.GetComponent <ObjectTypeVisible>()) { _otv = gameObject.GetComponent <ObjectTypeVisible>(); } _HP = gameObject.GetComponent <HealthModule>(); if (!NonPhysicalMovement) { _agent = gameObject.GetComponent <MoveComponent>(); } GameObject SenObj = Instantiate(SensorsLine, gameObject.transform.position, gameObject.transform.rotation); SensorsLine = SenObj; _scr = SenObj.GetComponent <CircleRenderer>(); _sespa = SenObj.GetComponent <EnterSelectPlaneActive>(); GameObject WepObj = Instantiate(WeaponLine, gameObject.transform.position, gameObject.transform.rotation); WeaponLine = WepObj; _wcr = WepObj.GetComponent <CircleRenderer>(); _wespa = WepObj.GetComponent <EnterSelectPlaneActive>(); _sespa.Owner = gameObject; _wespa.Owner = gameObject; _es = gameObject.GetComponent <SensorModule>(); if (StartLocation == null) { targetVector = transform.position; } else { _agent.Movement(StartLocation.transform.position); } }
private void Start() { Definitions.DefinitionStart(); //Some rendering initialization drawLine = GetComponent <LineRenderer>(); startCircle = GetChild(this.gameObject, "StartCircle"); endCircle = GetChild(this.gameObject, "EndCircle"); circleBounds = GetChild(this.gameObject, "CircleBounds"); startRend = startCircle.GetComponent <SpriteRenderer>(); startLineRend = startCircle.GetComponent <LineRenderer>(); endRend = endCircle.GetComponent <SpriteRenderer>(); circleBoundsRend = circleBounds.GetComponent <LineRenderer>(); Color drawLineColor = drawLine.startColor; Color startLineColor = startLineRend.startColor; //Color circleBoundsColor = circleBoundsRend.startColor; drawLineColor.a = drawLineAlpha; startLineColor.a = startLineAlpha; //circleBoundsColor.a = circleBoundsAlpha; circleBoundsGradient = new Gradient(); cb_colorKey = new GradientColorKey[2]; cb_colorKey[0].color = cb_colorKey[1].color = Color.white; cb_colorKey[0].time = 0; cb_colorKey[1].time = 1; cb_alphaKey = new GradientAlphaKey[5]; cb_alphaKey[0].alpha = cb_alphaKey[1].alpha = cb_alphaKey[3].alpha = cb_alphaKey[4].alpha = 0; cb_alphaKey[2].alpha = circleBoundsMaxAlpha; cb_alphaKey[0].time = 0; cb_alphaKey[1].time = .43f; cb_alphaKey[2].time = .5f; cb_alphaKey[3].time = .57f; cb_alphaKey[4].time = 1; circleBoundsGradient.SetKeys(cb_colorKey, cb_alphaKey); circleBoundsRend.colorGradient = circleBoundsGradient; drawLine.startColor = drawLine.endColor = drawLineColor; startLineRend.startColor = startLineRend.endColor = startLineColor; parentCanvas = transform.parent.GetComponent <Canvas>(); minRadius = Definitions.mainCamera.pixelHeight * minRatio; maxRadius = Definitions.mainCamera.pixelHeight * maxRatio; startCircleRend = startCircle.GetComponent <CircleRenderer>(); circleBoundsCircle = circleBounds.GetComponent <CircleRenderer>(); //get the size to for rendering the touch min and max radiuses for the player startCircleRend._horizRadius = startCircleRend._vertRadius = (minRadius / Definitions.visiblePixelsPerUnitRatio) * (1 / startCircle.transform.localScale.x) * (1 / transform.localScale.x) * (1 / parentCanvas.transform.localScale.x); circleBoundsCircle._horizRadius = circleBoundsCircle._vertRadius = (maxRadius / Definitions.visiblePixelsPerUnitRatio) * (1 / circleBounds.transform.localScale.x) * (1 / transform.localScale.x) * (1 / parentCanvas.transform.localScale.x); startCircleRend.CreatePoints(); circleBoundsCircle.CreatePoints(); circleBoundsRenderThresholdRadius = maxRadius * circleBoundsRenderThreshold; }
public void UpdateTurningCircleValues(CircleRenderer cir) { cir.center = C; cir.xradius = R; cir.yradius = R; }
void Awake() { circ = transform.GetChild(0).GetChild(0).GetComponent <SpriteRenderer>(); circGFX = transform.GetChild(1).GetComponent <CircleRenderer>(); step = 0.8f / (DTime * 60f); }
private void OnSceneGUI() { renderer = target as CircleRenderer; renderer.Radius = (Handles.RadiusHandle(Quaternion.identity, renderer.transform.position, renderer.Radius)); }