public void OnMouseDown() { GameObject link = GameObject.Find("MeshRendererTestFive"); MeshTestFive M = link.GetComponent <MeshTestFive>(); // we create a new MeshTestFive? adjuster = GameObject.Find("BoundsManager"); a = adjuster.transform.GetChild(5).GetComponent <BoundsButton>(); b = adjuster.transform.GetChild(7).GetComponent <BoundsButton>(); int x = M.generate(eq, a.getLeft(), b.getRight()); if (x == 1) { MeshTestFive.menu_string = "Invalid bounds"; } }
void Update() { float ScrollWheelChange = Math.Sign(Input.GetAxis("Mouse ScrollWheel")); GameObject link = GameObject.Find("MeshRendererTestFive"); MeshTestFive M = link.GetComponent <MeshTestFive>(); // we create a new MeshTestFive? if (!M.started_drawing) { if (Input.GetKey(KeyCode.RightArrow) || Input.GetKey(KeyCode.D)) { transform.Translate(Vector3.right * speed * Time.deltaTime); } if (Input.GetKey(KeyCode.LeftArrow) || Input.GetKey(KeyCode.A)) { transform.Translate(Vector3.left * speed * Time.deltaTime); } if (Input.GetKey(KeyCode.DownArrow) || Input.GetKey(KeyCode.S)) { transform.Translate(Vector3.down * speed * Time.deltaTime); } if (Input.GetKey(KeyCode.UpArrow) || Input.GetKey(KeyCode.W)) { transform.Translate(Vector3.up * speed * Time.deltaTime); } if (Input.GetKey(KeyCode.Minus)) { transform.Translate(Vector3.back * speed * Time.deltaTime); } if (Input.GetKey(KeyCode.Equals)) { transform.Translate(Vector3.forward * speed * Time.deltaTime); } if (ScrollWheelChange != 0) { //Debug.Log(ScrollWheelChange); transform.Translate(Vector3.forward * ScrollWheelChange * 10 * speed * Time.deltaTime); } transform.LookAt(new Vector3(0, 0, 5)); } }
public static List <Vector3> extendify() { meshpoints.Clear(); GameObject link = GameObject.Find("MeshRendererTestFive"); MeshTestFive M = link.GetComponent <MeshTestFive>(); List <Vector3> linemaker = new List <Vector3>(); float degree = (float)(2 * Math.PI / M.RotationNum); float current = 0; for (int i = 0; i < M.RotationNum; i++) { linemaker.Add(new Vector3(0, 0.025f * Mathf.Cos(current), 0.025f * Mathf.Sin(current))); current = current + degree; } foreach (Vector3 element in points) { for (int i = 0; i < M.RotationNum; i++) { meshpoints.Add(element + linemaker[i]); meshnormals.Add(linemaker[i]); } } return(meshpoints); }