void Start() { var tempCurve = this.gameObject.AddComponent <UICurve>(); UICurveData tempcd = new UICurveData(); tempcd.Ccolor = Color.yellow; tempcd.Thickness = 2; for (int i = 0; i < 360; i++) { tempcd.Addpos(i * 2, (float)Mathf.Cos(i)); } tempCurve.AddCurveData(1, tempcd); }
void Update() { if (Input.GetMouseButtonDown(0)) { curData = new UICurveData(); curData.AddPos(Input.mousePosition / rootCanvas.scaleFactor); curData.color = Color.red; curve.AddCurveData(id, curData); lastPos = Input.mousePosition; } if (Input.GetMouseButton(0)) { if (Vector2.Distance(Input.mousePosition, lastPos) > 0.1f) { curData.AddPos(Input.mousePosition / rootCanvas.scaleFactor); curve.SetAllDirty(); lastPos = Input.mousePosition; } } if (Input.GetMouseButtonDown(1)) { curve.DequeueData(); } }
public void AddCurveData(int varID, UICurveData varCurveData) { mCurveData.Add(varID, varCurveData); SetAllDirty(); }
public void AddCurveData(int id, UICurveData curveData) { lCurveIDs.Add(id); dCurveData.Add(id, curveData); SetAllDirty(); }