コード例 #1
0
        /// <summary>
        /// Regenerate the beam mesh and material.
        /// This can be slow, so don't call this function during playtime.
        /// </summary>
        public void GenerateGeometry()
        {
#if UNITY_EDITOR
            HandleBackwardCompatibility(pluginVersion, Version.Current);
#endif
            pluginVersion = Version.Current;

            AssignPropertiesFromSpotLight(lightSpotAttached);
            ValidateProperties();

            if (m_BeamGeom == null)
            {
                var shader = Config.Instance.beamShader;
                if (!shader)
                {
                    Debug.LogError("Invalid BeamShader set in VLB Config");
                    return;
                }
                m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry");
                m_BeamGeom.Initialize(this, shader);
            }

            m_BeamGeom.RegenerateMesh();
            m_BeamGeom.visible = enabled;
        }
コード例 #2
0
        /// <summary>
        /// Regenerate the beam mesh (and also the material).
        /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime.
        /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime.
        /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()'
        /// </summary>
        public virtual void GenerateGeometry()
        {
            HandleBackwardCompatibility(pluginVersion, Version.Current);
            pluginVersion = Version.Current;

            ValidateProperties();

            if (m_BeamGeom == null)
            {
                m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry");
                m_BeamGeom.Initialize(this);
            }

            m_BeamGeom.RegenerateMesh();
            m_BeamGeom.visible = enabled;
        }
コード例 #3
0
 /// <summary>
 /// Regenerate the beam mesh (and also the material).
 /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime.
 /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime.
 /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()'
 /// </summary>
 public void GenerateGeometry()
 {
     if (m_BeamGeom == null)
     {
         m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry");
     }
     m_BeamGeom.Initialize(this);
     m_BeamGeom.visible = enabled;
     if (m_BeamGeom_back == null)
     {
         m_BeamGeom_back       = Utils.NewWithComponent <BeamGeometry>("Beam Geometry");
         m_BeamGeom_back.front = false;
     }
     m_BeamGeom_back.Initialize(this);
     m_BeamGeom_back.visible = enabled;
 }
コード例 #4
0
        /// <summary>
        /// Regenerate the beam mesh (and also the material).
        /// This can be slow (it recreates a mesh from scratch), so don't call this function during playtime.
        /// You would need to call this function only if you want to change the properties 'geomSides' and 'geomCap' during playtime.
        /// Otherwise, for the other properties, just enable 'trackChangesDuringPlaytime', or manually call 'UpdateAfterManualPropertyChange()'
        /// </summary>
        public virtual void GenerateGeometry()
        {
            HandleBackwardCompatibility(pluginVersion, Version.Current);
            pluginVersion = Version.Current;

            ValidateProperties();

            if (m_BeamGeom == null)
            {
                var shader = Config.Instance.beamShader;
                if (!shader)
                {
                    Debug.LogError("Invalid BeamShader set in VLB Config");
                    return;
                }
                m_BeamGeom = Utils.NewWithComponent <BeamGeometry>("Beam Geometry");
                m_BeamGeom.Initialize(this, shader);
            }

            m_BeamGeom.RegenerateMesh();
            m_BeamGeom.visible = enabled;
        }