// Update is called once per frame void Update() { while (_lrVerticesCount < _vertices.Count) { _lineRenderer.SetVertexCount(_lrVerticesCount + 1); _lineRenderer.SetPosition(_lrVerticesCount, _vertices[_lrVerticesCount]); _lrVerticesCount++; } if (_size != _lrSize) { _lrSize = _size; _lineRenderer.SetWidth(_lrSize, _lrSize); } if (_lrColor != _color) { _lrColor = _color; _lineRenderer.SetColors(_color, _color); } if (_lrSortingLayer != _sortingLayer) { _lrSortingLayer = _sortingLayer; _lineRenderer.sortingLayerName = _lrSortingLayer; } }
IEnumerator EraseAlpha(LineRenderer target, float time) { Renderer renderer = target.GetComponent<Renderer>(); float originalStartAlpha = 1f; float destinationStartAlpha = 0f; float originalEndAlpha = 1f; float destinationEndAlpha = 0f; float currentTime = 0.0f; Color startColor = Color.black; Color endColor = Color.black; do { startColor.a = Mathf.Lerp(originalStartAlpha, destinationStartAlpha, currentTime / time); endColor.a = Mathf.Lerp(originalEndAlpha, destinationEndAlpha, currentTime / time); target.SetColors(startColor, endColor); currentTime += Time.deltaTime; yield return null; } while (currentTime <= time); // destroy self after fading away Destroy(gameObject); }
// Use this for initialization void Start() { line_renderer = (LineRenderer)this.gameObject.GetComponent<LineRenderer>(); line_renderer.SetWidth(1f, 3f); line_renderer.SetColors(Color.red, Color.green); line_renderer.SetVertexCount(2); }
void Start () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.SetColors(Color.red, Color.red); lineRenderer.material = mat; lineRenderer.SetWidth(0.1f, 0.1f); lineRenderer.SetVertexCount(2); }
//Variables End___________________________________________________________ // Use this for initialization void Start() { if(networkView.isMine == true) { //Store a reference to these objects since we will need to reference //them frequently. myTransform = transform.parent; cameraHeadTransform = myTransform.FindChild("CameraHead"); resourceScript = myTransform.GetComponent<PlayerResource>(); changeScript = myTransform.GetComponent<ChangeWeapon>(); //Attaching a LineRenderer component which will give a visual //effect for the block eraser. Only the player will be able to see it. lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(c1, c2); lineRenderer.SetWidth(0.04f, 0.01f); lineRenderer.SetVertexCount(2); //Start and end position. } else { enabled = false; } }
void Start() { left_index = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost); right_index = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost); right_linked = null; left_linked = null; // old_left_parent = null; // old_right_parent = null; left_offset = Vector3.zero; // useless right_offset = Vector3.zero; // useless //old_left_local = Vector3.zero; // old_right_local = Vector3.zero; left_line_renderer = left_controller.gameObject.AddComponent<LineRenderer>(); left_line_renderer.material = new Material(Shader.Find("Particles/Additive")); left_line_renderer.SetColors(Color.red, Color.red); left_line_renderer.SetWidth(0.02F, 0.02F); left_line_renderer.SetVertexCount(2); left_line_renderer.enabled = false; right_line_renderer = right_controller.gameObject.AddComponent<LineRenderer>(); right_line_renderer.material = new Material(Shader.Find("Particles/Additive")); right_line_renderer.SetColors(Color.red, Color.red); right_line_renderer.SetWidth(0.02F, 0.02F); right_line_renderer.SetVertexCount(2); right_line_renderer.enabled = false; // TODO: haptic feedback // TODO: if it's pressed and it's not null, still grab the object // set local position under the parent to 0/0/0 }
// Use this for initialization void Start() { lr = GetComponent<LineRenderer>(); if (!customColor) { if (hit) col = new Color(0,1,1,0.35f); if (!hit) col = new Color(1,0.5f,0,0.35f); } lr.SetColors(col,col); float distance = Vector3.Distance(start,end); Vector3 direction = (end-start).normalized; int stepCount = Mathf.FloorToInt(distance / 0.5f); points = new Vector3[stepCount]; moves = new Vector3[stepCount]; for (int i=0; i<stepCount; i++){ points[i] = start + (direction * i * 0.5f); points[i] += new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread)); moves[i] = new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread)); } lr.SetVertexCount(points.Length+1); for (int i=0; i<stepCount; i++){ lr.SetPosition(i,points[i]); } lr.SetPosition(points.Length,end); //lr.SetPosition(0,start); //lr.SetPosition(1,end); }
private void drawRayLine(LineRenderer lr, Vector3 pt1, Vector3 pt2) { lr.enabled = true; lr.SetColors(markerColor, markerColor); lr.SetPosition(0, pt1); lr.SetPosition(1, pt2); }
// Use this for initialization void SetupThrustTrails () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Sprites/Default")); lineRenderer.SetColors(Color.yellow, Color.yellow); lineRenderer.SetWidth(0.2F, 0.2F); lineRenderer.useWorldSpace = false; }
// Use this for initialization void Start() { GameObject lockedCrosshairImage = new GameObject(); Image crossHairImage = lockedCrosshairImage.AddComponent<Image>(); crossHairImage.rectTransform.pivot = new Vector2(0.5f,0.5f); crossHairImage.rectTransform.anchorMax = Vector2.zero; crossHairImage.rectTransform.anchorMin = Vector2.zero; crossHairImage.rectTransform.sizeDelta = new Vector2(64,64); crossHairImage.raycastTarget = false; crossHairImage.sprite = trackingCrosshair; crossHairImage.color = Color.black; crossHairImage.type = Image.Type.Filled; crossHairImage.fillMethod = Image.FillMethod.Radial360; crossHairImage.fillAmount = 0; //TODO get reference to the correct canvas Canvas canvas = GameObject.Find("Canvas").GetComponent<Canvas>(); crossHairImage.transform.SetParent(canvas.transform); crossHairImage.transform.SetAsFirstSibling(); crossHairImage.transform.localScale = Vector3.one; myTrackingCrosshair = crossHairImage; myTargetingLine = myTrackingModule.gameObject.AddComponent<LineRenderer>(); myTargetingLine.useWorldSpace = true; myTargetingLine.SetVertexCount(2); myTargetingLine.SetPositions(new Vector3[]{Vector3.zero,Vector3.zero}); myTargetingLine.SetWidth(0.5f,0.5f); myTargetingLine.SetColors(Color.red,Color.red); myTargetingLine.enabled = false; }
// Use this for initialization void Awake() { visualLine = GetComponent<LineRenderer> (); player = GameObject.FindGameObjectWithTag ("Player").transform; visualLine.SetColors (Color.red, Color.red); visualLine.SetWidth (0.01f, 0.01f); }
void Start() { // Link to LeanTouch events LeanTouch.OnFingerDown += OnFingerDown; LeanTouch.OnFingerUp += OnFingerUp; LeanTouch.OnSoloDrag += OnSoloDrag; LeanTouch.OnMultiDrag += OnMultiDrag; currFinger = null; // Initialize LineRenderer lineGameObject = new GameObject("SlashLine"); lineGameObject.AddComponent<LineRenderer>(); lineRenderer = lineGameObject.GetComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive")); lineRenderer.SetColors(c0, c1); lineRenderer.SetWidth(0.1f, 0f); lineRenderer.SetVertexCount(0); // Initialize other variables i = 0; slashing = false; soloDragging = false; currSoloDragDelta = Vector2.zero; // Init GM ref GM = GameObject.Find("GameManager").GetComponent<GameManager>(); }
// Use this for initialization void Start () { lRend = new GameObject().AddComponent<LineRenderer>() as LineRenderer; lRend.name = "Travel Path"; lRend.gameObject.transform.parent = this.transform; dRend = new GameObject().AddComponent<LineRenderer>() as LineRenderer; dRend.name = "Destination Outline"; dRend.gameObject.transform.parent = this.transform; Color c = new Color (0.8f,0.1f,0.1f,0.5f); dRend.material = render; dRend.SetColors(c,c); lRend.material = render; lRend.SetColors(c,c); timeToDestination = Vector3.Distance(origin.transform.position,destination.transform.position) / 5; transform.position = Vector3.MoveTowards(origin.transform.position, destination.transform.position, (origin.transform.localScale.x/2) + (transform.localScale.z/2)); Vector3 lookPos = destination.transform.position; lookPos = lookPos - transform.position; float angle = Mathf.Atan2(lookPos.y, lookPos.x) * Mathf.Rad2Deg; transform.rotation = Quaternion.AngleAxis(angle, Vector3.forward); timeToDestination = Vector3.Distance(destination.transform.position, origin.transform.position) / 2f; speed = Vector3.Distance (origin.transform.position, destination.transform.position) / timeToDestination; if (SceneManager.GetActiveScene().buildIndex == GameManager.SystemLevel) { transform.localScale = new Vector3(5,5,5); } }
void OnMouseDown() { float sizeValue = (2.0f * Mathf.PI) / theta_scale; size = (int)sizeValue; size++; lineRenderer = gameObject.AddComponent<LineRenderer>(); //lineRenderer.material = new Material(Shader.Find("Materials/Menu")); lineRenderer.SetWidth(0.02f, 0.02f); //thickness of line lineRenderer.SetVertexCount(size); Vector3 pos; float theta = 0f; for (int i = 0; i < size; i++) { theta += (2.0f * Mathf.PI * theta_scale); float x = radius * Mathf.Cos(theta); float y = radius * Mathf.Sin(theta); x += canvasSheet.transform.position.x; y += canvasSheet.transform.position.y; float z = canvasSheet.transform.position.z - 0.1f; pos = new Vector3(x, y, z); lineRenderer.SetColors(c1, c1); lineRenderer.SetPosition(i, pos); } }
void Start() { highlight_box = (GameObject) Instantiate(highlight_prefab, new Vector3(1000f, 1000f, 1000f), Quaternion.identity); movement_line = (LineRenderer) ((GameObject) Instantiate(new GameObject("movement_line"), new Vector3(0f, 0f, 0f), Quaternion.identity)).AddComponent<LineRenderer>(); movement_line.SetColors(Color.cyan, Color.cyan); movement_line.SetWidth(.2f, .2f); movement_line.SetVertexCount(3); highlight_box.GetComponent<Renderer>().enabled = false; movement_line.enabled = false; for (int y = 0; y < map_size; y++) { List<Tile> row = new List<Tile>(); for (int x = 0; x < map_size; x++) { Tile tile = ((GameObject)Instantiate(tile_prefab, new Vector3(x - Mathf.Floor(map_size / 2), 0f, y - Mathf.Floor(map_size / 2)), Quaternion.identity)).GetComponent<Tile>(); tile.grid_position = new Vector2(x, y); row.Add(tile); } map.Add(row); } player = ((GameObject)Instantiate(player_prefab, new Vector3(7f, 1.2f, 7f), Quaternion.identity)).GetComponent<Player>(); player.gameObject.tag = "Player"; other_player = ((GameObject)Instantiate(player_prefab, new Vector3(7f, 1.2f, -7f), Quaternion.identity)).GetComponent<Player>(); other_player.gameObject.AddComponent<QuestGiver>(); other_player.gameObject.tag = "QuestGiver"; players.Add(player); players.Add(other_player); current_player = players[current_player_index]; destination = player.transform.position; current_player.start_turn(); }
// Use this for initialization void Start() { _lineRenderer = GetComponent <UnityEngine.LineRenderer>(); _lineRenderer.SetColors(_color, _color); _lineRenderer.SetWidth(_size, _size); }
void Awake() { // Set up line renderer. child = new GameObject("Bird Renderer"); child.transform.SetParent(transform); lineRenderer = child.AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = Resources.Load("Materials/Unlit") as Material; lineRenderer.useWorldSpace = false; lineRenderer.SetColors(color, color); lineRenderer.SetWidth(lineWidth, lineWidth); // Set up ship and use line renderer. drawPoints = new List<Vector3>(); foreach (Vector2 point in shipPoints) { Vector3 pos = new Vector3(point.x, point.y, 0); drawPoints.Add(pos); } SetPoints(drawPoints); // Setup the polygon collider. //polyCollider = child.AddComponent<PolygonCollider2D>(); //polyCollider.points = shipPoints; // Set up the circle collider. //circleCollider = child.AddComponent<CircleCollider2D>(); //circleCollider.isTrigger = true; }
void Start () { lineRenderer = GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(0); lineRenderer.SetColors(Color.white, Color.white); float sevenTwo = 72 * Mathf.Deg2Rad; points = new List<GameObject>(); clearedPoints = new List<Vector3>(); for (int i = 0; i < 5; i++) { float ang = Mathf.PI * 3 / 2 + sevenTwo * i; Vector3 pos = new Vector3(Mathf.Cos(ang), Mathf.Sin(ang), 0) * radius; GameObject newPoint = GameObject.Instantiate(pentPoint); newPoint.transform.position = pos; newPoint.GetComponent<PentagramPointController>().controller = this; points.Add(newPoint); } for (int i = 0; i < 5; i++) { points[i].GetComponent<PentagramPointController>().pair = points[(i + 3) % 5].GetComponent<PentagramPointController>(); } points[0].GetComponent<PentagramPointController>().select(true); }
// Use this for initialization void Start() { path = NewPath(); iTween.PutOnPath(pfadPrefab, path, 1); pfadPrefab.SetActive (true); hash.Clear(); hash.Add ("name", "moveOnRandom"); hash.Add ("path", path); hash.Add ("time", time); hash.Add ("oncomplete", "Die"); hash.Add ("easetype", iTween.EaseType.linear); pfadPrefab.SetActive (true); Move (); path.Initialize (); mittelpunkt = GameObject.FindGameObjectWithTag("mittelpunkt"); lineSegmentCount = 1; line = gameObject.AddComponent("LineRenderer") as LineRenderer; line.SetWidth (0.1f, 0.1f); line.material = material; line.SetColors (Color.white, Color.white); line.SetVertexCount (lineSegmentCount); line.renderer.enabled = true; line.SetPosition(lineSegmentCount-1, mittelpunkt.transform.position); }
public void reset() { startPos.x = 0; startPos.y = 0; startPos.z = 0; endPos.x = 0; endPos.y = 0; endPos.z = 0; penDown = false; sessionStart = false; inSession = false; localLRend = this.transform.gameObject.GetComponent<LineRenderer>(); localLRend.material = new Material(Shader.Find("Diffuse")); localLRend.material.color = Color.black; localLRend.castShadows = false; localLRend.receiveShadows = false; localLRend.SetVertexCount(2); localLRend.SetWidth(lineThickness,lineThickness); localLRend.SetColors(Color.black,Color.black); localLRend.SetPosition(0,Vector3.zero); localLRend.SetPosition(1,Vector3.zero); localLRend.enabled = false; }
void Start() { joint = gameObject.GetComponent<DistanceJoint2D>(); lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material.color = c1; lineRenderer.SetColors(c1, c1); lineRenderer.SetWidth(0.02F, 0.02F); lineRenderer.SetVertexCount(2); }
public override void Start() { debugLine = gameObject.GetComponent<LineRenderer>(); debugLine.SetWidth(10f, 10f); debugLine.SetColors(Color.blue, Color.green); this.renderer.material.renderQueue = 4000; }
void Start() { tr = transform; lineRen = GetComponent<LineRenderer>(); lineRen.SetVertexCount(2); lineRen.SetColors(Color.white, Color.white); lineRen.SetWidth(0.5f, 0.5f); }
public void SetLight(float startWidth, float endWidth, Color color, Vector3 startPoint, Vector3 endPoint) { _lineRenderer = GetComponent<LineRenderer>(); _lineRenderer.SetPosition(0, startPoint); _lineRenderer.SetPosition(1, endPoint); _lineRenderer.SetWidth(startWidth, endWidth); _lineRenderer.SetColors(color, color); }
// Use this for initialization void Start () { line = GetComponent<LineRenderer>(); line.SetColors(BeamColor,BeamColor); NowAnm = 0; NowLength = 0; bStop = false; LineFunc(); }
void Awake() { gestureLineRenderer = gameObject.AddComponent<LineRenderer>(); gestureLineRenderer.SetVertexCount(0); gestureLineRenderer.material = lineMaterial; gestureLineRenderer.SetColors(startColor, endColor); gestureLineRenderer.SetWidth(startThickness, endThickness); }
// Use this for initialization void Start () { GameObject go = new GameObject (); go.transform.parent = transform; markerLine = go.AddComponent<LineRenderer> (); markerLine.SetWidth (lineWidth,lineWidth); markerLine.material = lineMat; markerLine.SetColors (lineCol, lineCol); }
void Start() { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive")); lineRenderer.SetColors(c1, c2); lineRenderer.SetWidth(0.1F, 0.1F); lineRenderer = gameObject.GetComponent<LineRenderer>(); }
// Use this for initialization void Start () { gameObject.AddComponent(LR.GetType()); LR = this.GetComponent<LineRenderer>(); LR.SetColors(Color.red, Color.red); LR.SetVertexCount(360); LR.SetWidth(1f, 1f); LR.enabled = true; }
private void Init_ForceTrails() { // required for forcetrails lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.material = new Material(Shader.Find("Sprites/Default")); lineRenderer.SetColors(Color.yellow, Color.yellow); lineRenderer.SetWidth(0.2F, 0.2F); lineRenderer.useWorldSpace = false; }
// Use this for initialization void Start () { Vector3 playerPos = transform.position + new Vector3(0, 1, 0); distance = Vector3.Distance(playerPos, Position); line = gameObject.AddComponent<LineRenderer>(); line.SetWidth(0.05f, 0.05f); line.material = new Material(Shader.Find("Particles/Additive")); line.SetColors(Color.red, Color.red); }
// Use this for initialization void Start () { m_lines = gameObject.GetComponent<LineRenderer>(); m_lines.material = new Material(Shader.Find("Particles/Additive")); m_lines.SetWidth(0.05f, 0.05f); m_lines.SetVertexCount(5); m_lines.SetColors(Color.red, Color.blue); }
static int SetColors(IntPtr L) { try { ToLua.CheckArgsCount(L, 3); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Color arg0 = ToLua.ToColor(L, 2); UnityEngine.Color arg1 = ToLua.ToColor(L, 3); obj.SetColors(arg0, arg1); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static public int SetColors(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); UnityEngine.Color a2; checkType(l, 3, out a2); self.SetColors(a1, a2); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetColors(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Color a1; checkType(l, 2, out a1); UnityEngine.Color a2; checkType(l, 3, out a2); self.SetColors(a1, a2); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }