void UpdateCoulombVectorInteraction() { foreach (InteractionInfo iI in interactionInfos) { int vectorIndex = iI.interactionVector.transform.GetSiblingIndex(); Vector2 vectorOrigin; if (attachAllVectorAtOrigin) //sceneSettingsManager.allVectorsAtOrigin) { { vectorOrigin = iI.charge2Transform.position; } else { if (vectorIndex > 0) { VectorController previousVector = iI.interactionVector.transform.parent.GetChild(vectorIndex - 1).GetComponent <VectorController>(); vectorOrigin = previousVector.origin + previousVector.vector; } else { vectorOrigin = iI.charge2Transform.position; } } iI.interactionVector.SetVector(vectorOrigin, CoulombForce.Fab(iI.charge2Transform.position, iI.charge1Transform.position, iI.q2, iI.q1), iI.arrowColor); } }
public void CheckSize(VectorController changingVectorController) { if (count > 0) { var temp = changingVectorController.LineRenderer.GetPosition(1); for (int i = 0; i < Mathf.Abs(count); i++) { temp *= sizeController; } changingVectorController.LineRenderer.SetPosition(1, temp); } else if (count < 0) { var temp = changingVectorController.LineRenderer.GetPosition(1); for (int i = 0; i < Mathf.Abs(count); i++) { temp /= sizeController; } changingVectorController.LineRenderer.SetPosition(1, temp); } else if (count == 0) { //Debug.Log("not must to resize"); } //Debug.Log(count + " COUNT"); }
public void voidCreateVectors(Vector3 point1, Vector3 point2) { var temp = Instantiate(_gameController._line, Vector3.zero, Quaternion.identity); temp.transform.parent = _vectorsTransform; _vectorController = temp.GetComponent <VectorController>(); tempStartPoint = point1; tempEndPoint = point2; CreateVectors(); }
// Start is called before the first frame update void Awake() { rb = GetComponent <Rigidbody>(); //rb.velocity = initialVelocity; forceVector = Instantiate <GameObject>(vectorPrefab).GetComponent <VectorController>(); velocityVector = Instantiate <GameObject>(vectorPrefab).GetComponent <VectorController>(); forceVector.transform.SetParent(transform); velocityVector.transform.SetParent(transform); forceVector.transform.localPosition = Vector3.zero; velocityVector.transform.localPosition = Vector3.zero; forceVector.setVectorColor(forceVectorColor); velocityVector.setVectorColor(velocityVectorColor); }
public InteractionVectorContainerOrientations(InteractionVectorContainer interactionVectorContainer) { InteractionVectorContainerUnchanged = new PaddedInteractionVectorContainers(new InteractionVectorContainer(interactionVectorContainer)); AdaptedInteractionVectorContainersList.Add("InteractionVectorContainerUnchanged", InteractionVectorContainerUnchanged); InteractionVectorContainerReversedChainA = new PaddedInteractionVectorContainers(VectorController.AdaptVectorsReverseBitOrder(interactionVectorContainer, StaticValues.ChainA)); AdaptedInteractionVectorContainersList.Add("InteractionVectorContainerReversedChainA", InteractionVectorContainerReversedChainA); InteractionVectorContainerReversedChainB = new PaddedInteractionVectorContainers(VectorController.AdaptVectorsReverseBitOrder(interactionVectorContainer, StaticValues.ChainB)); AdaptedInteractionVectorContainersList.Add("InteractionVectorContainerReversedChainB", InteractionVectorContainerReversedChainB); InteractionVectorContainerReversedChainAAndB = new PaddedInteractionVectorContainers(VectorController.AdaptVectorsReverseBitOrder(interactionVectorContainer)); AdaptedInteractionVectorContainersList.Add("InteractionVectorContainerReversedChainAAndB", InteractionVectorContainerReversedChainAAndB); }
// Use this for initialization void Start() { //UpdateVectorList (); netForceVector = Instantiate(vectorObjectPrefab, Vector3.zero, Quaternion.identity, this.transform).GetComponent <VectorController>(); }
void SelectVector(VectorController v) { Debug.Log(v.LineRenderer.GetPosition(1)); #region GetCurrentGradient previosColorKey = new GradientColorKey[2]; previosColorKey[0].color = v.LineRenderer.startColor; previosColorKey[0].time = 0.0f; previosColorKey[1].color = v.LineRenderer.endColor; previosColorKey[1].time = 1.0f; //alpha gradient previosAlphaKey = new GradientAlphaKey[2]; previosAlphaKey[0].alpha = 1.0f; previosAlphaKey[0].time = 0.0f; previosAlphaKey[1].alpha = 1.0f; previosAlphaKey[1].time = 1.0f; #endregion #region NewGradient GradientColorKey[] colorKey; GradientAlphaKey[] alphaKey; colorKey = new GradientColorKey[2]; colorKey[0].color = Color.black; colorKey[0].time = 0.0f; colorKey[1].color = Color.black; colorKey[1].time = 1.0f; //gradient alpha alphaKey = new GradientAlphaKey[2]; alphaKey[0].alpha = 1.0f; alphaKey[0].time = 0.0f; alphaKey[1].alpha = 1.0f; alphaKey[1].time = 1.0f; Gradient _gradient = new Gradient(); _gradient.SetKeys(colorKey, alphaKey); v.LineRenderer.colorGradient = _gradient; #endregion #region SetGradient if (changeCount > 0) { Gradient _mGradient = new Gradient(); _mGradient.SetKeys(previosColorKey, previosAlphaKey); _previosVectorController.LineRenderer.colorGradient = _mGradient; } #endregion changeCount += 1; _previosVectorController = v; }