void SetReferences() { blade = gameObject.transform.Find("Blade").gameObject; guard = gameObject.transform.Find("Guard").gameObject; handle = gameObject.transform.Find("Handle").gameObject; pommel = gameObject.transform.Find("Pommel").gameObject; accA = gameObject.transform.Find("AccessoryA").gameObject; accB = gameObject.transform.Find("AccessoryB").gameObject; handlePosOffset = handle.transform.localPosition.z; pommelPosOffset = pommel.transform.localPosition.z; trail = gameObject.GetComponent <CustomTrail>(); colorManager = Resources.FindObjectsOfTypeAll <ColorManager>().FirstOrDefault(); if (gameObject.name == "LeftSaber") { isLeft = true; } else { isLeft = false; } //flip left ?? }
public static float GetWidth(this CustomTrail trail) { if (trail == null) { return(0); } return(GetTransfomWidth(trail.PointEnd, trail.PointStart)); }
//creates a demo quad for displaying trail textures public static GameObject CreateTrailQuad(Transform startPosMarker, Transform endPosMarker, CustomTrail trail, Color col) { GameObject newQuad = new GameObject(); Mesh quadMesh = new Mesh(); var vertices = new Vector3[4] { startPosMarker.position, endPosMarker.position, startPosMarker.position + new Vector3(0, -0.5f, -0.5f), endPosMarker.position + new Vector3(0, -0.5f, -0.5f) }; quadMesh.vertices = vertices; var tris = new int[6] { // lower left triangle 0, 2, 1, // upper right triangle 2, 3, 1 }; quadMesh.triangles = tris; var normals = new Vector3[4] { Vector3.up, Vector3.up, Vector3.up, Vector3.up }; quadMesh.normals = normals; var uv = new Vector2[4] { new Vector2(1, 0), new Vector2(0, 0), new Vector2(1, 1), new Vector2(0, 1) }; var vertexColors = new Color[4] { col, col, col, col }; quadMesh.colors = vertexColors; quadMesh.uv = uv; newQuad.AddComponent <MeshFilter>().mesh = quadMesh; newQuad.AddComponent <MeshRenderer>().material = trail.TrailMaterial; newQuad.transform.SetParent(startPosMarker.parent); return(newQuad); }
public CustomSaberTrailHandler(GameObject gameobject, CustomTrail customTrail) { TrailInstance = gameobject.AddComponent <SFTrail>(); _customTrail = customTrail; }