private void Start() { currentJellyfier = FindObjectOfType <Jellyfier>(); currentJellyGameObject = currentJellyfier.gameObject; currentRotate = currentJellyGameObject.GetComponent <Rotate>(); SetupButtons(); }
private void ChangeMesh() { Destroy(currentJellyGameObject); currentJellyGameObject = Instantiate(prefabs[meshes.value]); currentJellyfier = currentJellyGameObject.GetComponent <Jellyfier>(); currentRotate = currentJellyGameObject.GetComponent <Rotate>(); materials.value = 0; pressure.value = meshes.value == 0 ? 2f : .04f; pressure.minValue = meshes.value == 0 ? 1f : .001f; pressure.maxValue = meshes.value == 0 ? 10f : .5f; Camera.main.GetComponent <MouseInput>().pressureForce = pressure.value; axis.value = (int)currentRotate.axis; rotationSpeed.value = currentRotate.speed; }
private void Update() { if (Input.GetMouseButton(0)) { mouseRay = Camera.main.ScreenPointToRay(Input.mousePosition); //We need to check if we are clicking on a mesh we can deform if (Physics.Raycast(mouseRay, out raycastHit)) { Jellyfier jellyfier = raycastHit.collider.GetComponent <Jellyfier>(); if (jellyfier != null) { Vector3 inputPoint = raycastHit.point + (raycastHit.normal * pressureOffset); jellyfier.ApplyPressureToPoint(inputPoint, pressureForce); } } } }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit)) { Transform selection = hit.transform; Jellyfier selectionJellyfier = selection.GetComponent <Jellyfier>(); if (selectionJellyfier != null) { selectionJellyfier.ApplyPressureToPoint(selection.position, force); GameObject obj = Instantiate(new GameObject(selection.position.ToString())); obj.transform.position = selection.position; } } } }
// Start is called before the first frame update void Start() { r = GetComponent <Jellyfier>(); }