private void Awake() { viewerScale = 1; m_LineRenderer = GetComponent <VRLineRenderer>(); m_LineRendererMeshRenderer = m_LineRenderer.GetComponent <MeshRenderer>(); m_BlinkMaterial = MaterialUtils.GetMaterialClone(m_RoomScaleRenderer); foreach (var renderer in m_LocatorRoot.GetComponentsInChildren <Renderer>()) { renderer.sharedMaterial = m_BlinkMaterial; } if (!m_ToolPoint) { m_ToolPoint = transform; } m_RoomScaleTransform = m_RoomScaleRenderer.transform; m_RoomScaleTransform.parent = m_LocatorRoot; m_RoomScaleTransform.localPosition = Vector3.zero; m_RoomScaleTransform.localRotation = Quaternion.identity; m_Transform = transform; m_LineRenderer.SetVertexCount(m_LineSegmentCount); m_LineRenderer.useWorldSpace = true; m_MotionSpheres = new Transform[m_MotionSphereCount]; for (int i = 0; i < m_MotionSphereCount; i++) { var sphere = ((GameObject)Instantiate(m_MotionIndicatorSphere, m_ToolPoint.position, m_ToolPoint.rotation)).transform; m_MotionSpheres[i] = sphere; sphere.SetParent(m_Transform, false); sphere.name = "motion-sphere-" + i; sphere.gameObject.SetActive(false); var sphereRenderer = sphere.GetComponent <MeshRenderer>(); if (m_MotionSpheresMaterial == null) // Only one material clone is needed { m_MotionSpheresMaterial = MaterialUtils.GetMaterialClone(sphereRenderer); } sphereRenderer.sharedMaterial = m_MotionSpheresMaterial; } m_MotionSphereOriginalScale = m_MotionSpheres[0].localScale; m_CurveLengthEstimate = 1.0f; m_MotionSphereOffset = 0.0f; m_RingTransform = m_RingRenderer.transform; m_RingTransformOriginalScale = m_RingTransform.localScale; m_TubeTransform = m_TubeRenderer.transform; m_TubeTransformOriginalScale = m_TubeTransform.localScale; m_TubeTransformHiddenScale = new Vector3(m_TubeTransform.localScale.x, 0.0001f, m_TubeTransform.localScale.z); ShowLine(false); showValidTargetIndicator = true; }
private void InitLineRenderer() { var holder = new GameObject("lineRenderer", typeof(MeshFilter), typeof(MeshRenderer)); holder.transform.SetParent(transform); lineRender = holder.AddComponent <VRLineRenderer>(); lineRender.SetVertexCount(0); lineRender.useWorldSpace = true; }
void Start() { m_gunEnd = null; m_gunContainer = null; for (int i = 0; i < transform.childCount; i++) { Transform child = transform.GetChild(i); if (child.tag == "GunContainer") { m_gunContainer = child; for (int j = 0; j < m_gunContainer.childCount; j++) { child = m_gunContainer.GetChild(j); if (child.tag == "GunEnd") { m_gunEnd = child; break; } } } } if (m_camInputManager.CurrentInputName == "Mouse" || m_camInputManager.CurrentInputName == "Gamepad") { Camera cam = m_camInputManager.CurrentCamera; m_raycaster = cam.GetComponent <Raycaster>(); m_cameraTransform = cam.transform; if (m_camInputManager.CurrentInputName == "Gamepad") { m_VRReticle = cam.GetComponent <Reticle>(); } } else if (m_camInputManager.CurrentInputName == "Touch") { m_raycaster = GetComponent <Raycaster>(); } if (VRSettings.enabled) { m_vrGunFlare = GetComponent <VRLineRenderer> (); } else { m_gunFlare = GetComponent <LineRenderer> (); } }
void Awake() { m_SphereScale = m_MotionIndicatorSphere.transform.localScale; m_VisualsMaterial = MaterialUtils.GetMaterialClone(m_MotionIndicatorSphere.GetComponent <Renderer>()); m_Positions = new Vector3[m_MaxProjectileSteps]; m_LineRenderer = GetComponent <VRLineRenderer>(); m_LineRenderer.SetPositions(m_Positions, true); m_Spheres = new Transform[m_SphereCount]; for (var i = 0; i < m_SphereCount; i++) { m_Spheres[i] = Instantiate(m_MotionIndicatorSphere, transform, false).transform; } foreach (var renderer in m_ArcLocator.GetComponentsInChildren <Renderer>(true)) { renderer.sharedMaterial = m_VisualsMaterial; } }
PointerEventData eventData; //The data for our simulated events void Reset() { //Set the Layer Mask to interact with everything but the Ignore Raycast layer using bitwise operations whatIsInteractable = ~(1 << LayerMask.NameToLayer("Ignore Raycast")); line = GetComponent <VRLineRenderer>(); }
void Awake() { m_LineRenderer = GetComponent <VRLineRenderer>(); m_LineRendererMeshRenderer = m_LineRenderer.GetComponent <MeshRenderer>(); }