internal void Write(EndianBinaryWriter writer) { AnchorZ.Write(writer); PositionZ.Write(writer); DirectionX.Write(writer); DirectionY.Write(writer); DirectionZ.Write(writer); RotationX.Write(writer); RotationY.Write(writer); ScaleZ.Write(writer); }
internal void Read(EndianBinaryReader reader) { AnchorZ.Read(reader); PositionZ.Read(reader); DirectionX.Read(reader); DirectionY.Read(reader); DirectionZ.Read(reader); RotationX.Read(reader); RotationY.Read(reader); ScaleZ.Read(reader); }
internal List <Tuple <String, String> > GetAttributes() { var res = new List <Tuple <String, String> >(); res.Add(new Tuple <String, String>("pole", Pole == PoleType.Left ? "left" : "right")); res.Add(new Tuple <String, String>("direction_x", DirectionX.ToString(CultureInfo.InvariantCulture))); res.Add(new Tuple <String, String>("direction_y", DirectionY.ToString(CultureInfo.InvariantCulture))); res.Add(new Tuple <String, String>("direction_z", DirectionZ.ToString(CultureInfo.InvariantCulture))); res.Add(new Tuple <String, String>("length", Length.ToString(CultureInfo.InvariantCulture))); res.Add(new Tuple <String, String>("state", State == MTState.Polymerization ? "polymerization" : "depolymerization")); return(res); }
internal void Write(EndianBinaryWriter writer) { EyeX.Write(writer); EyeY.Write(writer); EyeZ.Write(writer); PositionX.Write(writer); PositionY.Write(writer); PositionZ.Write(writer); DirectionX.Write(writer); DirectionY.Write(writer); DirectionZ.Write(writer); RotationX.Write(writer); RotationY.Write(writer); RotationZ.Write(writer); Zoom.Write(writer); }
internal void Read(EndianBinaryReader reader) { EyeX.Read(reader); EyeY.Read(reader); EyeZ.Read(reader); PositionX.Read(reader); PositionY.Read(reader); PositionZ.Read(reader); DirectionX.Read(reader); DirectionY.Read(reader); DirectionZ.Read(reader); RotationX.Read(reader); RotationY.Read(reader); RotationZ.Read(reader); Zoom.Read(reader); }
// Update is called once per frame void Update() { Vector3 currPosition = gameObject.transform.position; if (currPosition.x < -1) { go.GetComponent <textBehaviour>().IncrementCounter(); d = Direction.Right; } if (currPosition.x > 1) { d = Direction.Left; } if (d == Direction.Right) { currPosition.x += Time.deltaTime; } if (d == Direction.Left) { currPosition.x -= Time.deltaTime; } if (currPosition.y < -0.5) { dy = DirectionY.Up; } if (currPosition.y > 0.5) { dy = DirectionY.Down; } if (dy == DirectionY.Up) { currPosition.y += Time.deltaTime * 2; } if (dy == DirectionY.Down) { currPosition.y -= Time.deltaTime * 2; } if (currPosition.z < -1.5) { dz = DirectionZ.In; } if (currPosition.z > 1.5) { dz = DirectionZ.Out; } if (dz == DirectionZ.In) { currPosition.z += Time.deltaTime * 2; } if (dz == DirectionZ.Out) { currPosition.z -= Time.deltaTime * 2; } gameObject.transform.position = currPosition; }