static public int SetPositions(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Vector3[] a1; checkArray(l, 2, out a1); self.SetPositions(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
// 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; }
static public int SetPositions(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); UnityEngine.Vector3[] a1; checkType(l, 2, out a1); self.SetPositions(a1); return(0); } catch (Exception e) { return(error(l, e)); } }
static int SetPositions(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); UnityEngine.Vector3[] arg0 = ToLua.CheckObjectArray <UnityEngine.Vector3>(L, 2); obj.SetPositions(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void RenderGesture(Gesture nextGesture) { if (currentGestureLineRenderer != null) Destroy(currentGestureLineRenderer.gameObject); currentGestureLineRenderer = Instantiate(gestureOnScreenPrefab).GetComponent<LineRenderer>(); Vector3[] rendererPoints = nextGesture.Points .Select(gesturePoint => new Vector3(gesturePoint.X, -gesturePoint.Y, 0)) .ToArray(); currentGestureLineRenderer.SetVertexCount(rendererPoints.Length); currentGestureLineRenderer.SetPositions(rendererPoints); StartCoroutine("TransformGesture"); }
void MakeLine() { GameObject go = new GameObject(); lineRenderer = go.AddComponent<LineRenderer>(); lineRenderer.SetVertexCount(3); Vector3[] positions = new Vector3[3]; positions[0] = Vector3.one + offset; positions[1] = positions[0] + Vector3.one; positions[2] = positions[1] + Vector3.one; lineRenderer.SetPositions(positions); lineRenderer.useWorldSpace = false; offset += Vector3.one; go.transform.SetParent(gameObject.transform); }
// Use this for initialization void Start() { lr = GetComponent<LineRenderer>(); //lr.SetPosition(0, go1.transform.position); //lr.SetPosition(1, go2.transform.position); var positions = new Vector3[3] { go1.transform.position, go2.transform.position, go3.transform.position }; lr.SetPositions(positions); }
private void UpdateLineTracer(bool traceResult, float distance) { if (mLineTracer == null) { var debugNode = GetDebugTransform(); if (debugNode != null) { mLineTracer = debugNode.GetComponent <LineRenderer>("LineTracer"); } } if (mLineTracer != null) { if (!debug) { mLineTracer.gameObject.SetActive(false); return; } mLineTracer.gameObject.SetActive(true); mLineTracer.useWorldSpace = true; if (mLineTracer.positionCount != 2 || !Application.isPlaying) { Vector3 pos = transform.position; mLineTracer.SetPositions(new Vector3[] { pos, pos + forward * 10.0f }); } if (traceResult) { mLineTracer.SetPosition(0, transform.position); mLineTracer.SetPosition(1, transform.position + forward * distance); mLineTracer.startColor = Color.green; mLineTracer.endColor = Color.green; } else { mLineTracer.SetPosition(0, transform.position); mLineTracer.SetPosition(1, transform.position + forward * expectedRange); mLineTracer.startColor = Color.red; mLineTracer.endColor = Color.red; } } }
public override void Read(ES2Reader reader, object c) { UnityEngine.LineRenderer data = (UnityEngine.LineRenderer)c; // Add your reader.Read calls here to read the data into the object. data.startWidth = reader.Read <System.Single>(); data.endWidth = reader.Read <System.Single>(); data.widthMultiplier = reader.Read <System.Single>(); data.startColor = reader.Read <UnityEngine.Color>(); data.endColor = reader.Read <UnityEngine.Color>(); data.colorGradient = reader.Read <UnityEngine.Gradient>(); data.positionCount = reader.Read <System.Int32>(); data.useWorldSpace = reader.Read <System.Boolean>(); data.loop = reader.Read <System.Boolean>(); data.numCornerVertices = reader.Read <System.Int32>(); data.numCapVertices = reader.Read <System.Int32>(); data.textureMode = reader.Read <UnityEngine.LineTextureMode>(); data.alignment = reader.Read <UnityEngine.LineAlignment>(); data.enabled = reader.Read <System.Boolean>(); data.shadowCastingMode = reader.Read <UnityEngine.Rendering.ShadowCastingMode>(); data.receiveShadows = reader.Read <System.Boolean>(); data.material = reader.Read <UnityEngine.Material>(); data.sharedMaterial = reader.Read <UnityEngine.Material>(); data.materials = reader.ReadArray <UnityEngine.Material>(); data.sharedMaterials = reader.ReadArray <UnityEngine.Material>(); data.lightmapIndex = reader.Read <System.Int32>(); data.realtimeLightmapIndex = reader.Read <System.Int32>(); data.lightmapScaleOffset = reader.Read <UnityEngine.Vector4>(); data.motionVectorGenerationMode = reader.Read <UnityEngine.MotionVectorGenerationMode>(); data.realtimeLightmapScaleOffset = reader.Read <UnityEngine.Vector4>(); data.lightProbeUsage = reader.Read <UnityEngine.Rendering.LightProbeUsage>(); data.lightProbeProxyVolumeOverride = reader.Read <UnityEngine.GameObject>(); data.probeAnchor = reader.Read <UnityEngine.Transform>(); data.reflectionProbeUsage = reader.Read <UnityEngine.Rendering.ReflectionProbeUsage>(); data.sortingLayerName = reader.Read <System.String>(); data.sortingLayerID = reader.Read <System.Int32>(); data.sortingOrder = reader.Read <System.Int32>(); data.lightmapScaleOffset = reader.Read <UnityEngine.Vector4>(); data.probeAnchor = reader.Read <UnityEngine.Transform>(); data.shadowCastingMode = reader.Read <UnityEngine.Rendering.ShadowCastingMode>(); data.lightProbeUsage = reader.Read <UnityEngine.Rendering.LightProbeUsage>(); data.SetPositions(reader.ReadArray <Vector3>()); }
/// <summary> /// Function to render the outline of a circle /// </summary> public void renderCircle(UnityEngine.Vector3 norm1, UnityEngine.Vector3 norm2, float radius) { //array of vector3s for vertices UnityEngine.Vector3[] vertices = new UnityEngine.Vector3[n]; //math for rendering circle for (int i = 0; i < n; i++) { vertices[i] = radius * (UnityEngine.Mathf.Sin(i * UnityEngine.Mathf.PI * 2 / (n - 1)) * norm1) + radius * (UnityEngine.Mathf.Cos(i * UnityEngine.Mathf.PI * 2 / (n - 1)) * norm2) + center; } //Render circle UnityEngine.LineRenderer lineRenderer = GetComponent <UnityEngine.LineRenderer>(); //lineRenderer.material = new Material(Shader.Find("Particles/Additive")); lineRenderer.startColor = UnityEngine.Color.blue; lineRenderer.endColor = UnityEngine.Color.blue; lineRenderer.startWidth = IMRE.ScaleDimension.SpencerStudyControl.lineRendererWidth; lineRenderer.endWidth = IMRE.ScaleDimension.SpencerStudyControl.lineRendererWidth; lineRenderer.positionCount = n; lineRenderer.SetPositions(vertices); }
private IEnumerator UpdateLineUnity() { while (isActiveAndEnabled) { if (!source.enabled) { lineRenderer.enabled = false; } else { lineRenderer.enabled = true; switch (StepMode) { case StepModeEnum.FromSource: lineRenderer.positionCount = source.NumPoints; if (positions == null || positions.Length != source.NumPoints) { positions = new Vector3[source.NumPoints]; } for (int i = 0; i < positions.Length; i++) { positions[i] = source.GetPoint(i); } break; case StepModeEnum.Interpolated: lineRenderer.positionCount = NumLineSteps; if (positions == null || positions.Length != NumLineSteps) { positions = new Vector3[NumLineSteps]; } for (int i = 0; i < positions.Length; i++) { float normalizedDistance = (1f / (NumLineSteps - 1)) * i; positions[i] = source.GetPoint(normalizedDistance); } break; } // Set line renderer properties lineRenderer.loop = source.Loops; lineRenderer.numCapVertices = RoundedCaps ? 8 : 0; lineRenderer.numCornerVertices = RoundedEdges ? 8 : 0; lineRenderer.useWorldSpace = true; lineRenderer.startWidth = 1; lineRenderer.endWidth = 1; lineRenderer.startColor = Color.white; lineRenderer.endColor = Color.white; lineRenderer.sharedMaterial = LineMaterial; lineRenderer.widthCurve = LineWidth; lineRenderer.widthMultiplier = WidthMultiplier; lineRenderer.colorGradient = LineColor; lineRenderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; lineRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off; // Set positions lineRenderer.positionCount = positions.Length; lineRenderer.SetPositions(positions); } yield return(null); } }
public void Start() { line = GetComponent<LineRenderer>(); line.SetPositions(new Vector3[transform.childCount + 1]); }
// Use this for initialization void Start() { MiMi = GameObject.FindWithTag("MiMi"); lr = gameObject.AddComponent<LineRenderer>(); lr.material = new Material(shader2); lr.material.color = new Color(0f, 1f, 0f, 0.05f); lr.SetWidth(0.5f, 0.5f); Vector3[] points = { gameObject.transform.position + new Vector3(0.0f, 0.0f, 0.0f), WireAnchor.transform.position + new Vector3(0.0f, 0.0f, 0.0f) }; lr.SetPositions(points); canAttach = false; attached = false; }
/// <summary> /// Creates the vertices for the targeting laser /// </summary> private void SetUpTargetingReticle() { reticle = gameObject.GetComponentInChildren<LineRenderer>(); //reticle.SetVertexCount(100); Vector3[] positions = new Vector3[100]; for (int i = 0; i < positions.Length; i++) { positions[i].x = 0; float t = i * .25f; t = t * t; positions[i].y = -.5f * 9.81f * t; positions[i].z = i * 50 * .25f; } reticle.SetPositions(positions); }
// Initialisiert die LineRenderer Komponente void SetupLineRenderer() { lineRenderer = this.GetComponent<LineRenderer>(); lineRendererVertices = new Vector3[lineRendererVertexCount]; lineRenderer.material = lineMaterial; lineRenderer.SetVertexCount(lineRendererVertexCount); AlignVerticesInCircle(transform.position, ref lineRendererVertices); lineRenderer.SetPositions(lineRendererVertices); }