private void createTunnel() { Debug.Log("create tunnel"); tunnel_settings.chain.align(true); if (curve_objects == null || curve_objects.Length != tunnel_settings.chain.getLength()) { curve_objects = new GameObject[tunnel_settings.chain.getLength()]; } for (int i = 0; i < tunnel_settings.chain.getLength(); i++) { curve_objects[i] = new GameObject("curve"); CurveViewer cv = curve_objects[i].AddComponent <CurveViewer>(); cv.curve = tunnel_settings.chain.getCurve(i); cv.r_offset = tunnel_settings.radial_offset; INoiseCon nc = curve_objects[i].AddComponent <INoiseCon>(); nc.noise_con_set = tunnel_settings.noise_settings[i]; nc.onSettingsChanged(); } }
void Start() { con = GetComponent <INoiseCon>(); anim_con = (IAnimate)con; if (anim_con == null) { Debug.Log("not animatable"); } }
private void updateTunnel() { Debug.Log("draw tunnel"); tunnel_settings.chain.align(true); for (int i = 0; i < tunnel_settings.chain.getLength(); i++) { CurveViewer cv = curve_objects[i].GetComponent <CurveViewer>(); cv.curve = tunnel_settings.chain.getCurve(i); cv.r_offset = tunnel_settings.radial_offset; INoiseCon nc = curve_objects[i].GetComponent <INoiseCon>(); nc.noise_con_set = tunnel_settings.noise_settings[i]; nc.onSettingsChanged(); } }
public void setNoiseController(INoiseCon con) { this.controller = con; }