internal void Update() { if (_worldDirty) { UpdatePoints(); // Calculate local to world transform. Calculate.Transform(ref _position, ref _origin, ref _scale, _rotation, out LocalToWorld); // Calculate points in world space. WorldPoints.Clear(); int pointCount = LocalPoints.Count; for (int i = 0; i < pointCount; i++) { Vector2 originalPos = LocalPoints[i]; Vector2 transformedPos; Vector2.Transform(ref originalPos, ref LocalToWorld, out transformedPos); WorldPoints.Add(transformedPos); } // Calculate bounds. WorldPoints.GetBounds(out Bounds); _worldDirty = false; Dirty = true; } }
public void ClearData() { Faces.Clear(); Points.Clear(); WorldPoints.Clear(); EdgePointIndicies.Clear(); EdgePairs.Clear(); }
// Use this for initialization void Start() { WorldPoints savedPoints = GameObject.Find("SceneManager").GetComponent <WorldPoints>(); int points = savedPoints.getPoints(); pointsText = GetComponent <TextMeshProUGUI>(); pointsText.text = "You got " + points + " Points!"; savedPoints.resetPoints(); }
public void EnsureWorldPointsListIsBigEnough() { var currNum = WorldPoints.Count; var reqNum = Points.Count; for (int i = currNum; i < reqNum; i++) { WorldPoints.Add(Vector3.zero); } }
void Start() { pm = GetComponent <PointManager>(); wp = GameObject.Find("SceneManager").GetComponent <WorldPoints>(); }