void Start() { lrc = GetComponent <LineRendererController>(); bodySourceManager = GameObject.FindObjectOfType <BodySourceManager>(); //_bonePos = new Vector4[(int)BoneIndex.Num_Bones]; _BoneMap = new Dictionary <JointType, GameObject>() { { JointType.SpineBase, SpineBase }, { JointType.SpineMid, SpineMid }, { JointType.Neck, Neck }, { JointType.Head, Head }, { JointType.ShoulderLeft, ShoulderLeft }, { JointType.ElbowLeft, ElbowLeft }, { JointType.WristLeft, WristLeft }, { JointType.HandLeft, HandLeft }, { JointType.ShoulderRight, ShoulderRight }, { JointType.ElbowRight, ElbowRight }, { JointType.WristRight, WristRight }, { JointType.HandRight, HandRight }, { JointType.HipLeft, HipLeft }, { JointType.KneeLeft, KneeLeft }, { JointType.AnkleLeft, AnkleLeft }, { JointType.FootLeft, FootLeft }, { JointType.HipRight, HipRight }, { JointType.KneeRight, KneeRight }, { JointType.AnkleRight, AnkleRight }, { JointType.FootRight, FootRight }, { JointType.SpineShoulder, SpineShoulder }, { JointType.HandTipLeft, HandTipLeft }, { JointType.ThumbLeft, ThumbLeft }, { JointType.HandTipRight, HandTipRight }, { JointType.ThumbRight, ThumbRight } }; }
public void destroyLineRenderer() { if (lrc != null) { lrc.selfDestroy(); lrc = null; } }
public LineRendererController getLineRendererControlelr(LineMeshType lineMeshType, Texture2D pointerTexture) { if (lrc == null) { lrc = LineRendererController.getLineRenderer(LINE_RENDERER_GO_NAME, supportedMeshLineTypes[lineMeshType], pointerTexture); } return(lrc); }
void startWithPoint(IntVector2 pixelPosition) { firstPoint = pixelPosition; if (lineRendererController == null) { lineRendererController = LineRendererController.getLineRenderer("lineRenderer", lineRendererMeshType, tool.lineTexture); } }
/// <summary> /// Sets the path. /// </summary> /// <param name="c">The stack of the path.</param> public void SetPath(Stack <Vector2Int> c) { line = Instantiate(linePrefab, transform.parent).GetComponent <LineRendererController>(); line.SetPath(new Stack <Vector2Int>(c)); line.SetColorLine(unitColor); camino = c; from = camino.Peek(); followPath(); }
public override void Load(ModularWeapon weapon, Transform barrelEnd) { base.Load(weapon, barrelEnd); this.barrelEnd = barrelEnd; lineRendererController = Instantiate(lineRendererPrefab, barrelEnd).GetComponent <LineRendererController>(); audioSource = lineRendererController.gameObject.AddComponent <AudioSource>(); audioSource.clip = fireSound; bulletMarkPool = GameObject.Find(bulletMarkPoolName).GetComponent <Pool>(); particleSystems = Instantiate(muzzleFlashPrefab, barrelEnd).GetComponentsInChildren <ParticleSystem>(); }
public static LineRendererController getLineRenderer(string name, LineMeshTypeInt lineMeshType, Texture2D pointerTexture) { PropertiesSingleton.instance.lineRendererMaterial.mainTexture = pointerTexture; GameObject go = new GameObject(name); go.transform.parent = PropertiesSingleton.instance.canvasWorkspaceController.transform; go.transform.localPosition = Vector3.forward; LineRendererController lrc = go.AddComponent <LineRendererController> (); lrc.initialize(lineMeshType); lrc.line = new List <LineItem>(); return(lrc); }
// создаем пул лайнРендереров private void FillLineRenererPool() { int maxPoolSize = (int)(0.5 * boxPoolSize * boxPoolSize - 0.5 * boxPoolSize); // максимально возможное количество связей (линий) для конкретного значения boxPoolSize maxPoolSize = maxPoolSize > 5000 ? 5000 : maxPoolSize; // ограничиваем 5000 ЛРок иначе долго создаются. for (int i = 0; i < maxPoolSize; i++) { var lr = Instantiate(lineRendererPrefab, lineRendererPoolPosition.transform.position, Quaternion.identity, lineRendererPoolPosition.transform); LineRendererController lrC = lr.GetComponent <LineRendererController>(); lrC.gameObject.SetActive(false); lineRendererPool.Enqueue(lrC); } }
void ConnectNodeToSelected(Node node) { if (selectedNode != null) { node.ConnectNodeToEdge(selectedNode.GetIndex()); // create a connection game object GameObject connectionGO = Instantiate(connectionPrefab); LineRendererController lRC = connectionGO.GetComponent <LineRendererController>(); lRC.Setup(node.transform, selectedNode.transform); connectionGO.transform.parent = node.transform; } }
// Обрабатываем выбранные коробки (создаем линии между ними) public static void SetSelectedBoxed(Collider[] hitColliders) { foreach (Collider collider in hitColliders) { selectedBoxes.Add(collider.gameObject.GetComponent <BoxController>()); } for (int i = 0; i < selectedBoxes.Count; i++) // Проходим один раз по каждой уникальной паре элементов. { for (int j = i + 1; j < selectedBoxes.Count; j++) { // "создаем" LineRenderer из пула LineRendererController lineRendererController = SpawnLineRenderer(); activeLineRenderers.Add(lineRendererController); lineRendererController.SetConnectedBoxes(selectedBoxes[i], selectedBoxes[j]); } } }
// Update is called once per frame void Update() { if (isDrawing) { if (currentGesture == null) { ++strokeId; Transform tmpGesture = Instantiate(gestureOnScreenPrefab, transform.position, transform.rotation) as Transform; currentGesture = tmpGesture.GetComponent <LineRendererController> (); gestures.Add(currentGesture); } else { Vector3 screen = camera.WorldToScreenPoint(mouseTracker.transform.position); points.Add(new Point(screen.x, screen.y, strokeId)); lineRendererVertexes.Add(screen); currentGesture.AddPoint(mouseTracker.transform.position); } } if (!isDrawing && points.Count > 20) { Gesture candidate = new Gesture(points.ToArray()); Result gestureResult = PointCloudRecognizer.Classify(candidate, trainingSet.ToArray()); message = gestureResult.GestureClass + " " + gestureResult.Score; Debug.Log(message); SpawnBullet(gestureResult.GestureClass); foreach (LineRendererController lineRenderer in gestures) { Destroy(lineRenderer.gameObject); } gestures.Clear(); strokeId = -1; points.Clear(); lineRendererVertexes.Clear(); currentGesture = null; } }
public void LoadTrack() { NodeData[] nodeData = SaveSystem.LoadTrack(); foreach (NodeData nD in nodeData) { CreateNodeFromExistingData(nD); } // then create the connections foreach (Node n in nodes) { foreach (int connection in n.GetEdgeConnections()) { // create a connection game object GameObject connectionGO = Instantiate(connectionPrefab); LineRendererController lRC = connectionGO.GetComponent <LineRendererController>(); lRC.Setup(n.transform, nodes[connection].transform); connectionGO.transform.parent = n.transform; } } }
// Уничтожаем (убираем в пул) public static void DestroyLR(LineRendererController lr) { // Возвращаем объект в пул lr.gameObject.SetActive(false); lineRendererPool.Enqueue(lr); }
void startWithPoint(IntVector2 pixelPosition) { firstPoint = pixelPosition; if (lineRendererController==null){ lineRendererController = LineRendererController.getLineRenderer ("lineRenderer", lineRendererMeshType, tool.lineTexture); } }
public LineRendererController getLineRendererControlelr(LineMeshType lineMeshType, Texture2D pointerTexture) { if (lrc == null) { lrc = LineRendererController.getLineRenderer (LINE_RENDERER_GO_NAME, supportedMeshLineTypes[lineMeshType], pointerTexture); } return lrc; }
public void destroyLineRenderer() { if (lrc != null) { lrc.selfDestroy (); lrc = null; } }