private Vector3[] TravelVectors; //Vectors set in the start below void Start() { //Contoller events for thumbstick InteractionManager.InteractionSourcePressed += OnControllerPressed; InteractionManager.InteractionSourceUpdated += OnSourceUpdated; for (int m = 0; m < numOfVectors; m++) { colorArrayAlpha[m] = 1.0f; } //TriangleList.emitType = TriangleList.EmitType.Beam; TravelVectors = TriangleList.GetVectorList(); numOfVectors = TriangleList.GetVectorCount(); //myarrays = new Vector3[numOfVectors][]; }
private Vector3[] TravelVectors; //Vectors set in the start below void Start() { //Contoller events for thumbstick #if UNITY_WSA InteractionManager.InteractionSourcePressed += OnControllerPressed; InteractionManager.InteractionSourceUpdated += OnSourceUpdated; #endif for (int m = 0; m < numOfVectors; m++) { colorArrayAlpha[m] = 1.0f; } TravelVectors = TriangleList.GetVectorList(TriangleList.EmitType.Beam); numOfVectors = TriangleList.GetVectorCount(TriangleList.EmitType.Beam); Quaternion rot = gameObject.transform.rotation; for (int i = 0; i < numOfVectors; i++) { TravelVectors[i] = rot * TravelVectors[i]; } }