예제 #1
0
        /// <summary>
        /// Sets the vectors active and updates thier position and directions
        /// </summary>
        private void UpdateVectors()
        {
            if (selectedInstance == null)
            {
                return;
            }

            cameraDistance = Vector3.Distance(selectedInstance.position, FlightCamera.fetch.transform.position) / 4;

            if (referenceSystem == Space.World)
            {
                fwdVR.SetShow(true);
                upVR.SetShow(true);
                rightVR.SetShow(true);

                fwdVR.Vector = selectedInstance.groupCenter.gameObject.transform.forward;
                fwdVR.Start  = vectorDrawPosition;
                fwdVR.Scale  = cameraDistance;
                fwdVR.draw();

                upVR.Vector = selectedInstance.groupCenter.gameObject.transform.up;
                upVR.Start  = vectorDrawPosition;
                upVR.Scale  = cameraDistance;
                upVR.draw();

                rightVR.Vector = selectedInstance.groupCenter.gameObject.transform.right;
                rightVR.Start  = vectorDrawPosition;
                rightVR.Scale  = cameraDistance;
                rightVR.draw();
            }
            else
            {
                fwdVR.SetShow(true);
                upVR.SetShow(true);
                rightVR.SetShow(true);

                fwdVR.Vector = selectedInstance.transform.forward;
                fwdVR.Start  = vectorDrawPosition;
                fwdVR.Scale  = cameraDistance;
                fwdVR.draw();

                upVR.Vector = selectedInstance.transform.up;
                upVR.Start  = vectorDrawPosition;
                upVR.Scale  = cameraDistance;
                upVR.draw();

                rightVR.Vector = selectedInstance.transform.right;
                rightVR.Start  = vectorDrawPosition;
                rightVR.Scale  = cameraDistance;
                rightVR.draw();
            }
        }
예제 #2
0
        /// <summary>
        /// Sets the vectors active and updates thier position and directions
        /// </summary>
        private void UpdateVectors()
        {
            if (selectedObject == null)
            {
                return;
            }

            if (referenceSystem == Space.Self)
            {
                fwdVR.SetShow(true);
                upVR.SetShow(true);
                rightVR.SetShow(true);

                northVR.SetShow(false);
                eastVR.SetShow(false);

                fwdVR.Vector = selectedObject.gameObject.transform.forward;
                fwdVR.Start  = vectorDrawPosition;
                fwdVR.draw();

                upVR.Vector = selectedObject.gameObject.transform.up;
                upVR.Start  = vectorDrawPosition;
                upVR.draw();

                rightVR.Vector = selectedObject.gameObject.transform.right;
                rightVR.Start  = vectorDrawPosition;
                rightVR.draw();
            }
            if (referenceSystem == Space.World)
            {
                northVR.SetShow(true);
                eastVR.SetShow(true);

                fwdVR.SetShow(false);
                upVR.SetShow(false);
                rightVR.SetShow(false);

                northVR.Vector = northVector;
                northVR.Start  = vectorDrawPosition;
                northVR.draw();

                eastVR.Vector = eastVector;
                eastVR.Start  = vectorDrawPosition;
                eastVR.draw();
            }
        }
        /// <summary>
        /// Sets the vectors active and updates thier position and directions
        /// </summary>
        private void UpdateVectors()
        {
            if (selectedInstance == null)
            {
                return;
            }

            fwdVR.SetShow(true);
            upVR.SetShow(true);
            rightVR.SetShow(true);

            fwdVR.Vector = selectedInstance.groupCenter.gameObject.transform.forward;
            fwdVR.Start  = vectorDrawPosition;
            fwdVR.draw();

            upVR.Vector = selectedInstance.groupCenter.gameObject.transform.up;
            upVR.Start  = vectorDrawPosition;
            upVR.draw();

            rightVR.Vector = selectedInstance.groupCenter.gameObject.transform.right;
            rightVR.Start  = vectorDrawPosition;
            rightVR.draw();
        }