// Following method sets border of MagnifyGlass private void createBordersForMagniyGlass() { magnifyBorders = new GameObject (); LeftBorder = getLine (); LeftBorder.SetVertexCount(2); LeftBorder.SetPosition(0,new Vector3(getWorldPosition(new Vector3(MGOX,MG0Y,0)).x,getWorldPosition(new Vector3(MGOX,MG0Y,0)).y-0.1f,-1)); LeftBorder.SetPosition(1,new Vector3(getWorldPosition(new Vector3(MGOX,MG0Y+MGHeight,0)).x,getWorldPosition(new Vector3(MGOX,MG0Y+MGHeight,0)).y+0.1f,-1)); LeftBorder.transform.parent = magnifyBorders.transform; TopBorder = getLine (); TopBorder.SetVertexCount(2); TopBorder.SetPosition(0,new Vector3(getWorldPosition(new Vector3(MGOX,MG0Y+MGHeight,0)).x,getWorldPosition(new Vector3(MGOX,MG0Y+MGHeight,0)).y,-1)); TopBorder.SetPosition(1,new Vector3(getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y+MGHeight,0)).x,getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y+MGHeight,0)).y,-1)); TopBorder.transform.parent = magnifyBorders.transform; RightBorder = getLine (); RightBorder.SetVertexCount(2); RightBorder.SetPosition(0,new Vector3(getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y+MGWidth,0)).x,getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y+MGWidth,0)).y+0.1f,-1)); RightBorder.SetPosition(1,new Vector3(getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y,0)).x,getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y,0)).y-0.1f,-1)); RightBorder.transform.parent = magnifyBorders.transform; BottomBorder = getLine (); BottomBorder.SetVertexCount(2); BottomBorder.SetPosition(0,new Vector3(getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y,0)).x,getWorldPosition(new Vector3(MGOX+MGWidth,MG0Y,0)).y,-1)); BottomBorder.SetPosition(1,new Vector3(getWorldPosition(new Vector3(MGOX,MG0Y,0)).x,getWorldPosition(new Vector3(MGOX,MG0Y,0)).y,-1)); BottomBorder.transform.parent = magnifyBorders.transform; }
// Use this for initialization void Start() { lineRenderer = gameObject.GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(3); movePlane = transform.parent.GetComponent<MovePlaneOverlay>(); unitManager = GameObject.FindGameObjectWithTag("PlayerUnitManager").GetComponent<UnitManager>(); }
void Start() { player = GameObject.FindWithTag("Player"); enemy = GameObject.FindWithTag("Enemy"); if (enemy != null && player != null) { if (Vector3.Distance(player.transform.position, this.transform.position) < 5) { opponent = GameObject.FindGameObjectWithTag("Enemy").GetComponent<Transform>(); } else { opponent = GameObject.FindGameObjectWithTag("Player").GetComponent<Transform>(); } } lineRenderer = GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(noSegments); for(int i = 1; i < noSegments - 1; i++) { float z = ((float)i) * (maxZ) / (float)(noSegments - 1); lineRenderer.SetPosition(i, new Vector3(opponent.position.x + Random.Range(-posRange, posRange), opponent.position.y + Random.Range(-posRange, posRange), opponent.position.z)); } lineRenderer.useWorldSpace = true; lineRenderer.SetPosition(0, this.transform.position); lineRenderer.SetPosition(noSegments - 1, opponent.position); }
void Start() { line = GetComponent<LineRenderer>(); line.SetVertexCount(2); line.GetComponent<LineRenderer>().material = lineMaterial; line.SetWidth(0.1f, 0.1f); }
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(); }
void Start() { bulletTrail = GetComponent<LineRenderer>(); Vector3 direction = end - start; Vector3 right = Vector3.Cross(direction, Vector3.up).normalized; Vector3 up = Vector3.Cross(direction, right).normalized; float length = direction.magnitude; count = Mathf.CeilToInt(length / width * density); velocities = new Vector3[count]; positions = new Vector3[count]; Vector3 increment = direction / count; bulletTrail.SetVertexCount(count); bulletTrail.SetWidth(width, width); bulletTrail.material.mainTextureScale = new Vector2(length / width * 0.25f, 1); float offset1 = Random.value * 100.0f; float offset2 = Random.value * 100.0f; for (int i = 0; i < count; ++i) { velocities[i] = speed * (right * (Mathf.PerlinNoise(0, i * frequency + offset1) - 0.5f) + up * (Mathf.PerlinNoise(0, i * frequency + offset2) - 0.5f)); //velocities[i] = speed * (right * Mathf.Sin(frequency * i + offset1) + up * Mathf.Cos(frequency * i + offset1)); positions[i] = start + increment * i; } SetPositions(); }
// Use this for initialization void Start() { bait = GameObject.Find ("ball").transform; line = transform.GetComponent<LineRenderer> (); line.SetVertexCount (2); line.SetPosition (0, transform.position); }
public void connect(FuzzyGUIElement a, FuzzyGUIElement b) { line = gameObject.AddComponent<LineRenderer>(); line.SetVertexCount(2); this.a = a; this.b = b; }
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() { 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; }
void Start () { lineRenderer = gameObject.AddComponent<LineRenderer>(); lineRenderer.SetColors(Color.red, Color.red); lineRenderer.material = mat; lineRenderer.SetWidth(0.1f, 0.1f); lineRenderer.SetVertexCount(2); }
// Use this for initialization void Start() { Transform images = this.transform.FindChild("images"); if (lastHatIdx == -1) { lastHatIdx = Random.Range(0, images.childCount); } grabRadius = 15f;// this.GetComponent<SphereCollider>().radius * 2; line = this.transform.FindChild("line").GetComponent<LineRenderer>(); line.SetVertexCount(nLineVertices); line.enabled = false; //prevent subsequent duplicates int newHatIdx = Random.Range(0, images.childCount); if (newHatIdx == lastHatIdx) { newHatIdx = (newHatIdx + 1) % images.childCount; } lastHatIdx = newHatIdx; images.GetChild(newHatIdx).gameObject.SetActive(true); grabSound = Resources.Load("can") as AudioClip; releaseSound = Resources.Load("click") as AudioClip; }
// 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); }
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); }
void DrawCircleOnAxis( Vector3 N, float Radius ) { N = N / N.magnitude; Vector3 U = new Vector3(); if ( N.x != 0 && N.y != 0 && N.z != 0 ) U = ( new Vector3( - N.x, N.y, N.z ) / ( new Vector3( - N.x, N.y, N.z ) ).magnitude ) * Radius; else if( N.x != 0 && N.y != 0 && N.z == 0 ) U = ( new Vector3( - N.x, N.y, N.z ) / ( new Vector3( - N.x, N.y, N.z ) ).magnitude ) * Radius; else if( N.x != 0 && N.y == 0 && N.z != 0 ) U = ( new Vector3( - N.x, N.y, N.z ) / ( new Vector3( - N.x, N.y, N.z ) ).magnitude ) * Radius; else if( N.x == 0 && N.y != 0 && N.z != 0 ) U = ( new Vector3( N.x, - N.y, N.z ) / ( new Vector3( N.x, - N.y, N.z ) ).magnitude ) * Radius; else if( N.x != 0 && N.y == 0 && N.z == 0 ) U = ( new Vector3( N.x, N.x, N.z ) / ( new Vector3( N.x, N.x, N.z ) ).magnitude ) * Radius; else if( N.x == 0 && N.y != 0 && N.z == 0 ) U = ( new Vector3( N.y, N.y, N.z ) / ( new Vector3( N.y, N.y, N.z ) ).magnitude ) * Radius; else if( N.x == 0 && N.y == 0 && N.z != 0 ) U = ( new Vector3( N.z, N.y, N.z ) / ( new Vector3( N.z, N.y, N.z ) ).magnitude ) * Radius; Vector3 V = ( Vector3.Cross( N, U ) / Vector3.Cross( N, U ).magnitude ) * Radius; Circle = GameObject.Find( "Circle" ).GetComponent<LineRenderer>(); Circle.SetVertexCount( 100 ); Circle.SetWidth( 0.05f, 0.05f ); float Angle = 0; for ( int i = 0; i < 100; i++ ) { //Circle.SetPosition( i, new Vector3( Radius * Mathf.Cos( Angle * Mathf.Deg2Rad ), Radius * Mathf.Sin( Angle * Mathf.Deg2Rad ), 0 ) ); Circle.SetPosition( i, new Vector3( Radius * ( U.x * Mathf.Cos ( Angle * Mathf.Deg2Rad ) + V.x * Mathf.Sin ( Angle * Mathf.Deg2Rad ) ), Radius * ( U.y * Mathf.Cos ( Angle * Mathf.Deg2Rad ) + V.y * Mathf.Sin ( Angle * Mathf.Deg2Rad ) ), Radius * ( U.z * Mathf.Cos ( Angle * Mathf.Deg2Rad ) + V.z * Mathf.Sin ( Angle * Mathf.Deg2Rad ) ) ) ); Debug.Log( (Radius * Mathf.Cos( Angle )).ToString() ); Angle += 3.6f; } }
// 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; } }
public void Cast(string gestureClass, PDollarGestureRecognizer.Gesture gesture, LineRenderer line) { Debug.Log ("Cast " + gestureClass + "!"); switch (gestureClass) { case("Circle"): float maxX = float.MinValue; float minX = float.MaxValue; float maxY = float.MinValue; float minY = float.MaxValue; foreach(PDollarGestureRecognizer.Point point in gesture.Points){ if(point.X > maxX){ maxX = point.X; } if(point.X < minX){ minX = point.X; } if(point.Y > maxY){ maxY = point.Y; } if(point.Y < minY){ minY = point.Y; } } Vector3 center = new Vector3((maxX + minX)/2, 1, (maxY + minY)/2); line.SetVertexCount (33); line.SetPosition (32, center); Debug.Log (center); break; case("line"): break; case("X"): break; } }
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); } }
public void CreateLineMaker(bool criticalLine) { GameObject newLineMaker = (GameObject)Instantiate(lineMakerPrefab, Vector3.zero, Quaternion.identity); newLineMaker.transform.parent = transform; lineRenderer = newLineMaker.GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(0); vertices = new List<Vector3>(); }
private void Start() { //if (num_vertices <= 0) Debug.LogError("must set a positive number of line vertices"); line = GetComponent<LineRenderer>(); line.SetVertexCount(0); }
// Use this for initialization void Start() { lineRenderer = GetComponent<LineRenderer>(); lineRenderer.SetVertexCount(trailResolution); lineSegmentPositions = new Vector3[trailResolution]; lineSegmentVelocities = new Vector3[trailResolution]; facingDirection = GetDirection(); // Initialize our positions for (int i = 0; i < lineSegmentPositions.Length; i++) { lineSegmentPositions[i] = new Vector3(); lineSegmentVelocities[i] = new Vector3(); if (i == 0) { // Set the first position to be at the base of the transform lineSegmentPositions[i] = transform.position; } else { // All subsequent positions would be an offset of the original position. lineSegmentPositions[i] = transform.position + (facingDirection * (offset * i)); } } }
// Update is called once per frame void Update() { line = transform.GetComponent<LineRenderer> (); line.SetVertexCount (2); line.SetPosition (0, gameObject.transform.position); line.SetPosition (1, length.transform.position); }
// Use this for initialization void Start() { MouseLine = gameObject.GetComponent< LineRenderer > (); MouseLine.SetVertexCount (2); MagnitudeLine.SetVertexCount (2); }
// Use this for initialization void Awake () { ignoreCollisionList = new List<Collider2D>(); rigid = GetComponent<Rigidbody2D>(); ball = this.gameObject.AddComponent<PolygonCollider2D>(); ball.sharedMaterial = ballPhysicsMat; rend = GetComponent<LineRenderer>(); Vector2[] points = new Vector2[2 * (numSides + 1)]; rend.SetVertexCount(numSides + 1); float visualRadius = (outerRadius + innerRadius) / 2; rend.SetWidth(outerRadius - innerRadius, outerRadius - innerRadius); // inner points for (int i = 0; i <= numSides; i++) { float angle = TwoPI * i / numSides; Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle)); points[i] = innerRadius * direction; rend.SetPosition(i, visualRadius * direction); } // outer points for (int i = numSides + 1; i < points.Length; i++) { float angle = TwoPI * i / numSides; points[i] = new Vector2(outerRadius * Mathf.Cos(angle), outerRadius * Mathf.Sin(angle)); } ball.points = points; }
void Start () { isActive = false; spaceCraftHelper = new GameObject[numOfHelpers]; planetHelper = new GameObject[numOfHelpers]; for (int i = 0; i < numOfHelpers; i++) { spaceCraftHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject; spaceCraftHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize); spaceCraftHelper [i].SetActive (isActive); } for (int i = 0; i < numOfHelpers; i++) { planetHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject; planetHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize); planetHelper [i].SetActive (isActive); } earth = GameObject.Find ("Earth"); poEarth = earth.GetComponent<PlanetaryOrbit> (); lineRendererLength = 40; line = gameObject.GetComponent<LineRenderer> () as LineRenderer; line.material = Resources.Load ("Materials/LineAux") as Material; line.SetWidth (5f, 5f); line.SetVertexCount (lineRendererLength); }
// Use this for initialization void Start() { ln = GetComponent<LineRenderer> (); aud = GetComponent<AudioSource> (); wave = new float[samples]; ln.SetVertexCount (wave.Length); }
//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; } }
// 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); }
void Start() { startTime = Time.time; prevPosition = gameObject.transform.position; sourceOriginalV = sourceVessel.rigidbody.velocity; Light light = gameObject.AddComponent<Light>(); light.type = LightType.Point; light.color = lightColor; light.range = 8; light.intensity = 1; bulletTrail = gameObject.AddComponent<LineRenderer>(); bulletTrail.SetVertexCount(2); bulletTrail.SetPosition(0, transform.position); bulletTrail.SetPosition(1, transform.position); bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth); bulletTrail.material = new Material(Shader.Find("KSP/Particles/Alpha Blended")); bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false); bulletTrail.material.SetColor("_TintColor", projectileColor); rigidbody.useGravity = false; }
void Start() { startTime = Time.time; prevPosition = gameObject.transform.position; Light light = gameObject.AddComponent<Light>(); light.type = LightType.Point; light.range = 15; light.intensity = 8; audioSource = gameObject.AddComponent<AudioSource>(); audioSource.minDistance = 0.1f; audioSource.maxDistance = 75; audioSource.clip = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/shellWhistle"); audioSource.volume = Mathf.Sqrt(GameSettings.SHIP_VOLUME);// * 0.85f; audioSource.dopplerLevel = 0.02f; explosion = GameDatabase.Instance.GetModel("BDArmory/Models/explosion/explosion"); explosion.SetActive(true); bulletTrail = gameObject.AddComponent<LineRenderer>(); bulletTrail.SetVertexCount(2); bulletTrail.SetPosition(0, transform.position); bulletTrail.SetPosition(1, transform.position); bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth); bulletTrail.material = new Material(Shader.Find("KSP/Particles/Additive")); bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false); bulletTrail.material.SetColor("_TintColor", projectileColor); rigidbody.useGravity = false; }
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; }
static public int SetVertexCount(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.SetVertexCount(a1); pushValue(l, true); return(1); } catch (Exception e) { return(error(l, e)); } }
static public int SetVertexCount(IntPtr l) { try { UnityEngine.LineRenderer self = (UnityEngine.LineRenderer)checkSelf(l); System.Int32 a1; checkType(l, 2, out a1); self.SetVertexCount(a1); return(0); } catch (Exception e) { LuaDLL.luaL_error(l, e.ToString()); return(0); } }
static int SetVertexCount(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.LineRenderer obj = (UnityEngine.LineRenderer)ToLua.CheckObject(L, 1, typeof(UnityEngine.LineRenderer)); int arg0 = (int)LuaDLL.luaL_checknumber(L, 2); obj.SetVertexCount(arg0); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }