private GameObject hairfall; //fall hair void Start() { CutHairs.Cut += SetHairLength; mybezier = GetComponent <CBezier>(); CheckMaxDis(); //// setp = mybezier.vec; }
void ToAdd() { GameObject parentgm = GameObject.Find(gamename); cbezier = parentgm.GetComponent <CBezier>(); setp = cbezier.vec; gameObject.transform.position = parentgm.transform.position; gameObject.transform.rotation = parentgm.transform.rotation; gameObject.transform.localScale = parentgm.transform.localScale; if (!gameObject.GetComponent <LineRenderer>()) { lineRenderer = gameObject.AddComponent <LineRenderer>(); } lineRenderer.SetWidth(0.7f, 0.7f); lineRenderer.useWorldSpace = false; lineRenderer.SetVertexCount(lengthOfLineRenderer); lineRenderer.material = hairmat; for (int i = 0; i < lengthOfLineRenderer; i++) { if (i < num) { setp[i] = setp[num]; } else { //setp[i]=cbezier.vec[i]; } lineRenderer.SetPosition(i, setp[i]); } // //test instantice gameonject and add linerenderer // GameObject newgm= Instantiate(emptygm,gameObject.transform.position,gameObject.transform.rotation) as GameObject; // newgm.transform.localScale=new Vector3(0.6f,0.6f,0.6f); // newgm.transform.parent=gameObject.transform.parent; // LineRenderer lineR=newgm.AddComponent<LineRenderer>(); // lineR.SetWidth(0.5f, 0.7f); // lineR.useWorldSpace = false; // lineR.SetVertexCount(lengthOfLineRenderer-num); // lineR.material=hairmat; // for(int i=0; i<lengthOfLineRenderer-num; i++) // { // emptyp[i]=setp[num+i]; // lineR.SetPosition(i, emptyp[i]); // } }
void Awake() { this.line_renderer = gameObject.GetComponent <LineRenderer> (); this.bezier = gameObject.GetComponent <CBezier> (); set_vertex_count(node_count + 1); }
void Start() { this.bezier = GetComponentInChildren <CBezier> (); }
void Start() { cbezier = GetComponent <CBezier>(); controlhair = GetComponent <ControlHair>(); }
void Start() { cbezier = GetComponent <CBezier>(); controltail = GetComponent <ControlTail>(); }