public void onClick() { animatedLineRenderer.Reset(); animatedLineRenderer.Enqueue(transform.position); animatedLineRenderer.Enqueue(OpticalElement.transform.position, 0.5F); animatedLineRenderer.Enqueue(LRScalingFactor * (OpticalElement.transform.position - transform.position), 1000); }
public void onClick() { animatedLineRenderer.Reset(); animatedLineRenderer.Enqueue(transform.position); animatedLineRenderer.Enqueue(CalculateFinalPosition(), 0.5F); animatedLineRenderer.Enqueue(FocalPoint, 0.5F); animatedLineRenderer.Enqueue(LRScalingFactor * (FocalPoint - CalculateFinalPosition()), 100); }
public void onClick() { if (VirtualImage) { animatedLineRenderer.Reset(); animatedLineRenderer.Enqueue(transform.position); animatedLineRenderer.Enqueue(1000 * -(OpticalElement.transform.position - transform.position), 500); } }
public void onClick() { if (VirtualImage) { animatedLineRenderer.Reset(); animatedLineRenderer.Enqueue(transform.position); animatedLineRenderer.Enqueue(CalculateFinalPosition(), 0.5F); animatedLineRenderer.Enqueue(LRScalingFactor * (CalculateFinalPosition() - FocalPoint), 100); } }
public bool Fire(Vector3 source, Vector3 target, int cF) { if (firing) { return(false); } firing = true; AnimatedLine2.Enqueue(source); AnimatedLine2.Enqueue(target); return(true); }
// Use this for initialization void Start() { Root = GameObject.Find("Root"); LineRenderer = GetComponent <AnimatedLineRenderer>(); Delay = 0.75F; if (Physics.Raycast(transform.position, transform.right, out hit)) { print("Click"); LineRenderer.Enqueue(transform.position); LineRenderer.Enqueue(hit.point); LineRenderer.Enqueue((new Vector3(Root.transform.position.x + 27.6F, Root.transform.position.y, 0)), 5); LineRenderer.Enqueue((new Vector3(10000, 0, 0)), 100); } }
public void onClick() { if (VirtualImage) { animatedLineRenderer.Reset(); FocalPointLeft = new Vector3(OpticalElement.transform.position.x - FocalLength, OpticalElement.transform.position.y, OpticalElement.transform.position.z); animatedLineRenderer.Enqueue(transform.position); animatedLineRenderer.Enqueue(CalculateFinalPosition(), 0.5F); animatedLineRenderer.Enqueue(new Vector3(-1000, CalculateFinalPosition().y, CalculateFinalPosition().z), 3); //animatedLineRenderer.Enqueue(-new Vector3(100, CalculateFinalPosition().y, CalculateFinalPosition().z), 4); //animatedLineRenderer.Enqueue(-new Vector3(1000, CalculateFinalPosition().y, CalculateFinalPosition().z), 1000); } }
// Use this for initialization void Start() { OpticalElement = GameObject.FindGameObjectWithTag("OpticalElement"); LineRenderer = GetComponent <AnimatedLineRenderer>(); FocalPoint = 12; FocalPointVector = new Vector3(OpticalElement.transform.position.x + FocalPoint, OpticalElement.transform.position.y, 0); if (Physics.Raycast(transform.position, transform.right, out hit)) { print("Click"); LineRenderer.Enqueue(transform.position); LineRenderer.Enqueue(hit.point); LineRenderer.Enqueue(FocalPointVector, 0.5F); LineRenderer.Enqueue(1000 * (FocalPointVector - hit.point), 50); } }
private void Update() { if (!stop) { if (AnimatedLine == null) { return; } else if (Input.GetMouseButtonUp(0)) { Vector3 pos = Input.mousePosition; pos = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, AnimatedLine.transform.position.z)); /*Omitir Area del Boton Terminar*/ if (!(pos.x > 10.72 && pos.y < -7.82)) { AnimatedLine.Enqueue(pos); } } else if (Input.GetKey(KeyCode.R)) { AnimatedLine.ResetAfterSeconds(0.5f, null); } } if (Input.GetMouseButtonUp(1)) { StartCoroutine(LateStart(1f)); //StopCoroutine("LateStart"); //AnimatedLine.ResetAfterSeconds(0.5f, null); } }
/// <summary> /// Fire the phasor at a target /// </summary> /// <param name="target">Target to fire at</param> /// <returns>True if able to fire, false if already firing</returns> public bool Fire(Vector3 source, Vector3 target) { if (firing) { return(false); } firing = true; lineRenderer.Enqueue(source); lineRenderer.Enqueue(target); StartCoroutine(EndFireDelay(lineRenderer.SecondsPerLine, ++endFireToken)); if (FireSound != null) { FireSound.Play(); } return(true); }
IEnumerator LateStart(float waitTime) { //Your Function You Want to Call Vector3 pos; for (int i = 0; i < 3; i++) { yield return(new WaitForSeconds(waitTime)); pos = new Vector3(1, -10 * i); AnimatedLine.Enqueue(pos); } }
private void Update() { if (AnimatedLine == null) { return; } else if (Input.GetMouseButton(0)) { Vector3 pos = Input.mousePosition; pos = Camera.main.ScreenToWorldPoint(new Vector3(pos.x, pos.y, AnimatedLine.transform.position.z)); AnimatedLine.Enqueue(pos); } else if (Input.GetKey(KeyCode.R)) { AnimatedLine.ResetAfterSeconds(0.5f, null); } }
public void SetLinePoint(Vector3 Point, float duration) { RayRenderer.Enqueue(Point, duration); }