SetPositions() private method

private SetPositions ( Vector3 positions ) : void
positions Vector3
return void
コード例 #1
0
 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
 }
コード例 #2
0
    // 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;
    }
コード例 #3
0
 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));
     }
 }
コード例 #4
0
 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));
     }
 }
コード例 #5
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        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");
        }
コード例 #6
0
    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);
    }
コード例 #7
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        // 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);

        }
コード例 #8
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        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;
                }
            }
        }
コード例 #9
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 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>());
 }
コード例 #10
0
        /// <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);
        }
コード例 #11
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        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);
            }
        }
コード例 #12
0
ファイル: Rope.cs プロジェクト: Nicolas-Constanty/TeamTrash
 public void Start()
 {
     line = GetComponent<LineRenderer>();
     line.SetPositions(new Vector3[transform.childCount + 1]);
 }
コード例 #13
0
    // 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;
    }
コード例 #14
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    /// <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);
    }
コード例 #15
0
ファイル: SVI_I.cs プロジェクト: sixeco/Unnoticed
 // 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);
 }