public void CreateBolt() { Vector3 vector; vector.x = (float)this.hitThing.x; vector.y = (float)this.hitThing.y; vector.z = (float)this.hitThing.z; this.direction = Quaternion.LookRotation((vector - this.origin).normalized); float distance = Vector3.Distance(this.origin, vector); this.boltMesh = TM_MeshMaker.NewBoltMesh(distance); Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, this.mat, 0); }
public void CreateFadedBolt(int magnitude) { Vector3 vector; vector.x = (float)this.hitThing.x; vector.y = (float)this.hitThing.y; vector.z = (float)this.hitThing.z; this.direction = Quaternion.LookRotation((vector - this.origin).normalized); float distance = Vector3.Distance(this.origin, vector); this.boltMesh = TM_MeshMaker.NewBoltMesh(distance); //Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, this.mat, 0); Graphics.DrawMesh(this.boltMesh, this.origin, this.direction, FadedMaterialPool.FadedVersionOf(this.mat, (float)magnitude), 0); }
public Mesh RandomBoltMesh(float range) { return(TM_MeshMaker.NewBoltMesh(range, 3)); }