private void AddBlockingMarker() { blockingMarker = new GameObject("mark"); SpriteRenderer sr = blockingMarker.AddComponent <SpriteRenderer>(); sr.sprite = PoolMaster.GetStarSprite(true); sr.sharedMaterial = PoolMaster.starsBillboardMaterial; blockingMarker.transform.localPosition = pos.ToWorldSpace(); }
private void AddVisibleStar(SunPoint sp) { var g = new GameObject("star"); g.layer = GameConstants.CELESTIAL_LAYER; var sr = g.AddComponent <SpriteRenderer>(); sr.sprite = PoolMaster.GetStarSprite(false); sr.sharedMaterial = PoolMaster.celestialBillboardMaterial; sr.color = sp.color; celestialBodies.Add(sp, g.transform); if (!showCelestialBodies) { g.SetActive(false); } Vector3 cpoint = Quaternion.AngleAxis(gmap.cityPoint.angle, Vector3.back) * (Vector3.up * gmap.cityPoint.height), mpoint = Quaternion.AngleAxis(sp.angle, Vector3.back) * (Vector3.up * sp.height); mpoint -= cpoint; mpoint.z = mpoint.y; mpoint.y = 0.2f; g.transform.position = mpoint * SKY_SPHERE_RADIUS; }