SetVertexCount() private method

private SetVertexCount ( int count ) : void
count int
return void
コード例 #1
0
    // 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;
    }
コード例 #2
0
ファイル: DrawLine.cs プロジェクト: Drewbie/Homeworld
 // Use this for initialization
 void Start()
 {
     lineRenderer = gameObject.GetComponent<LineRenderer>();
     lineRenderer.SetVertexCount(3);
     movePlane = transform.parent.GetComponent<MovePlaneOverlay>();
     unitManager = GameObject.FindGameObjectWithTag("PlayerUnitManager").GetComponent<UnitManager>();
 }
コード例 #3
0
ファイル: Lightning.cs プロジェクト: ddoodm/Mowdown
    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);
    }
コード例 #4
0
ファイル: RayGun.cs プロジェクト: KeijiKimura/Calypso
 void Start()
 {
     line = GetComponent<LineRenderer>();
     line.SetVertexCount(2);
     line.GetComponent<LineRenderer>().material = lineMaterial;
     line.SetWidth(0.1f, 0.1f);
 }
コード例 #5
0
ファイル: Overlord.cs プロジェクト: thyagobr/unity_studies
    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();
    }
コード例 #6
0
    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();
    }
コード例 #7
0
ファイル: lineMaker.cs プロジェクト: WilliamEnders/CLOG1Week5
 // Use this for initialization
 void Start()
 {
     bait = GameObject.Find ("ball").transform;
     line = transform.GetComponent<LineRenderer> ();
     line.SetVertexCount (2);
     line.SetPosition (0, transform.position);
 }
コード例 #8
0
 public void connect(FuzzyGUIElement a, FuzzyGUIElement b)
 {
     line = gameObject.AddComponent<LineRenderer>();
     line.SetVertexCount(2);
     this.a = a;
     this.b = b;
 }
コード例 #9
0
ファイル: PlayerSlice.cs プロジェクト: wchaney98/Hero-Forever
    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>();
    }
コード例 #10
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 #11
0
ファイル: LineToObject.cs プロジェクト: noa99kee/KinectUnity
	void Start () {
	    lineRenderer = gameObject.AddComponent<LineRenderer>();
        lineRenderer.SetColors(Color.red, Color.red);
        lineRenderer.material = mat;
        lineRenderer.SetWidth(0.1f, 0.1f);
        lineRenderer.SetVertexCount(2);
	}
コード例 #12
0
    // 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;
    }
コード例 #13
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    // 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);
    }
コード例 #14
0
	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);
    }
コード例 #15
0
    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;
        }
    }
コード例 #16
0
ファイル: LineLR.cs プロジェクト: roki512/FriendlyLines
        // 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;
            }
        }
コード例 #17
0
 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;
     }
 }
コード例 #18
0
    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);
        }
    }
コード例 #19
0
	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>();
	}
コード例 #20
0
ファイル: LineTrailRenderer.cs プロジェクト: wildr2/Carrotted
    private void Start()
    {
        //if (num_vertices <= 0) Debug.LogError("must set a positive number of line vertices");

        line = GetComponent<LineRenderer>();
        line.SetVertexCount(0);
    }
コード例 #21
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    // 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));
            }
        }
    }
コード例 #22
0
ファイル: fishingLine.cs プロジェクト: Haserde/Week-5
 // 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);
 }
コード例 #23
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    // Use this for initialization
    void Start()
    {
        MouseLine = gameObject.GetComponent< LineRenderer > ();
        MouseLine.SetVertexCount (2);

        MagnitudeLine.SetVertexCount (2);
    }
コード例 #24
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	// 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;
	}
コード例 #25
0
	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);
	}
コード例 #26
0
ファイル: audioToLine.cs プロジェクト: dlobser/beach
 // Use this for initialization
 void Start()
 {
     ln = GetComponent<LineRenderer> ();
     aud = GetComponent<AudioSource> ();
     wave = new float[samples];
     ln.SetVertexCount (wave.Length);
 }
コード例 #27
0
    //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;
        }
    }
コード例 #28
0
    // 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);
    }
コード例 #29
0
		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;
			
		}
コード例 #30
0
ファイル: CannonShell.cs プロジェクト: kevincoggins/BDArmory
		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;
			
		}
コード例 #31
0
ファイル: LineDragNDraw.cs プロジェクト: TAPeri/WordsMatter
    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;
    }
コード例 #32
0
 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));
     }
 }
コード例 #33
0
 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);
     }
 }
コード例 #34
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));
     }
 }