Esempio n. 1
0
    //画网格线
    void DrawGridLine(string name, Vector3 posStart, Vector3 posEnd)
    {
        // Make Vector2 array; in this case we just use 2 elements...
        List <Vector3> linePoints = new List <Vector3>();

        linePoints.Add(posStart);
        linePoints.Add(posEnd);
        // Make a VectorLine object using the above points and the default material, with a width of 2 pixels
        VectorLine line = new VectorLine(name, linePoints, lineWidth);

        line.Draw3D();
        GameObject objLine = line.GetObj();

        objLine.transform.parent        = this.gameObject.transform;
        objLine.transform.localPosition = Vector3.zero;
        // Renderer rd = objLine.GetComponent<Renderer>();
        // if (rd != null)
        // {
        //     Debug.Log("line bound size= " + rd.bounds.size);
        // }
        Rigidbody2D bd = objLine.AddComponent <Rigidbody2D>();

        bd.collisionDetectionMode = CollisionDetectionMode2D.Continuous;
        bd.bodyType = RigidbodyType2D.Static;

        listLine.Add(line);
        // bd.useGravity = false;
    }
Esempio n. 2
0
    //画网格线
    void DrawGridLine(string name, Vector3 posStart, Vector3 posEnd)
    {
        // Make Vector2 array; in this case we just use 2 elements...
        List <Vector3> linePoints = new List <Vector3>();

        linePoints.Add(posStart);
        linePoints.Add(posEnd);
        // Make a VectorLine object using the above points and the default material, with a width of 2 pixels
        VectorLine line = new VectorLine(name, linePoints, lineWidth);

        line.Draw3D();
        GameObject objLine = line.GetObj();

        objLine.transform.parent        = this.gameObject.transform;
        objLine.transform.localPosition = Vector3.zero;
    }
Esempio n. 3
0
    //实际显示大小
    public float GetWorldLineWidth()
    {
        float ret = Common.ScreenToWorldWidth(mainCam, lineWidth);

        return(ret);

        if (listLine.Count != 0)
        {
            VectorLine line = listLine[0] as VectorLine;
            GameObject obj  = line.GetObj();
            Renderer   rd   = obj.GetComponent <Renderer>();
            if (rd != null)
            {
                ret = Mathf.Min(rd.bounds.size.x, rd.bounds.size.y);
                Debug.Log("line real = " + ret + " w=" + Common.ScreenToWorldWidth(mainCam, lineWidth) + " h=" + Common.ScreenToWorldHeight(mainCam, lineWidth));
            }
        }

        return(ret);
    }