Пример #1
0
    public void Draw()
    {
        Vector2 difference = pointB - pointA;
        float   Rotation   = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;

        LineChild.transform.localScale     = new Vector3(100 * (difference.magnitude / LineChild.GetComponent <SpriteRenderer> ().sprite.rect.width), lightningThickness, LineChild.transform.localScale.z);
        StartCapChild.transform.localScale = new Vector3(StartCapChild.transform.localScale.x, lightningThickness, StartCapChild.transform.localScale.z);
        EndCapChild.transform.localScale   = new Vector3(EndCapChild.transform.localScale.x, lightningThickness, EndCapChild.transform.localScale.z);

        LineChild.transform.rotation     = Quaternion.Euler(new Vector3(0, 0, Rotation));
        StartCapChild.transform.rotation = Quaternion.Euler(new Vector3(0, 0, Rotation));
        EndCapChild.transform.rotation   = Quaternion.Euler(new Vector3(0, 0, Rotation + 180));

        LineChild.transform.position     = new Vector3(pointA.x, pointA.y, LineChild.transform.position.z);
        StartCapChild.transform.position = new Vector3(pointA.x, pointA.y, StartCapChild.transform.position.z);
        EndCapChild.transform.position   = new Vector3(pointA.x, pointA.y, EndCapChild.transform.position.z);

        Rotation *= Mathf.Deg2Rad;

        float LineChildWorldAdjust     = LineChild.transform.localScale.x * LineChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;
        float StartCapChildWorldAdjust = StartCapChild.transform.localScale.x * StartCapChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;
        float EndCapChildWorldAdjust   = EndCapChild.transform.localScale.x * EndCapChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;

        LineChild.transform.position     += new Vector3(0.01f * Mathf.Cos(Rotation) * LineChildWorldAdjust, 0.01f * Mathf.Sin(Rotation) * LineChildWorldAdjust, 0);
        StartCapChild.transform.position -= new Vector3(0.01f * Mathf.Cos(Rotation) * StartCapChildWorldAdjust, 0.01f * Mathf.Sin(Rotation) * StartCapChildWorldAdjust, 0);
        EndCapChild.transform.position   += new Vector3(0.01f * Mathf.Cos(Rotation) * LineChildWorldAdjust * 2, 0.01f * Mathf.Sin(Rotation) * LineChildWorldAdjust * 2, 0);
        EndCapChild.transform.position   += new Vector3(0.01f * Mathf.Cos(Rotation) * EndCapChildWorldAdjust, 0.01f * Mathf.Sin(Rotation) * EndCapChildWorldAdjust, 0);
    }
Пример #2
0
    public void Draw()
    {
        Vector2 difference = B - A;
        float   rotation   = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;

        //设置线的缩放来体现出长度和宽度
        LineChild.transform.localScale = new Vector3(100 * (difference.magnitude / LineChild.GetComponent <SpriteRenderer>().sprite.rect.width),
                                                     Thickness,
                                                     LineChild.transform.localScale.z);

        StartCapChild.transform.localScale = new Vector3(StartCapChild.transform.localScale.x,
                                                         Thickness,
                                                         StartCapChild.transform.localScale.z);

        EndCapChild.transform.localScale = new Vector3(EndCapChild.transform.localScale.x,
                                                       Thickness,
                                                       EndCapChild.transform.localScale.z);

        //旋转线让它朝向正确的方向
        LineChild.transform.rotation     = Quaternion.Euler(new Vector3(0, 0, rotation));
        StartCapChild.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rotation));
        EndCapChild.transform.rotation   = Quaternion.Euler(new Vector3(0, 0, rotation)); //如果头尾图片一样,rotation要+180

        //移动线段到以起点为中心
        LineChild.transform.position     = new Vector3(A.x, A.y, LineChild.transform.position.z);
        StartCapChild.transform.position = new Vector3(A.x, A.y, StartCapChild.transform.position.z);
        EndCapChild.transform.position   = new Vector3(A.x, A.y, EndCapChild.transform.position.z);

        //需要把旋转度数转化为弧度进行运算
        rotation *= Mathf.Deg2Rad;

        //存储这些值这样就只需访问一次
        float lineChildWorldAdjust     = LineChild.transform.localScale.x * LineChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;
        float startCapChildWorldAdjust = StartCapChild.transform.localScale.x * StartCapChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;
        float endCapChildWorldAdjust   = EndCapChild.transform.localScale.x * EndCapChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;

        //调整中间段到合适的位置
        LineChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust,
                                                    .01f * Mathf.Sin(rotation) * lineChildWorldAdjust,
                                                    0);

        //调整开始段到合适的位置

        StartCapChild.transform.position -= new Vector3(.01f * Mathf.Cos(rotation) * startCapChildWorldAdjust,
                                                        .01f * Mathf.Sin(rotation) * startCapChildWorldAdjust,
                                                        0);

        //调整终点段到合适的位置

        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust * 2,
                                                      .01f * Mathf.Sin(rotation) * lineChildWorldAdjust * 2,
                                                      0);
        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * endCapChildWorldAdjust,
                                                      .01f * Mathf.Sin(rotation) * endCapChildWorldAdjust,
                                                      0);
    }
Пример #3
0
    public void SetColor(Color color)
    {
        StartCapChild.GetComponent <SpriteRenderer> ().color = color;
        StartCapChild.GetComponent <Light> ().color          = color;
        LineChild.GetComponent <SpriteRenderer> ().color     = color;
        LineChild.GetComponent <Light>().color             = color;
        EndCapChild.GetComponent <SpriteRenderer> ().color = color;
        EndCapChild.GetComponent <Light> ().color          = color;
//		this.GetComponent<Light> ().color = color;
    }
Пример #4
0
    public void Draw()
    {
        Vector2 difference = EndPos - StartPos;
        float   rotation   = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;

        //Set the scale of the line to reflect length and thickness
        LineChild.transform.localScale = new Vector3(100 * (difference.magnitude / LineChild.GetComponent <SpriteRenderer>().sprite.rect.width),
                                                     Thickness,
                                                     LineChild.transform.localScale.z);

        StartCapChild.transform.localScale = new Vector3(StartCapChild.transform.localScale.x,
                                                         Thickness,
                                                         StartCapChild.transform.localScale.z);

        EndCapChild.transform.localScale = new Vector3(EndCapChild.transform.localScale.x,
                                                       Thickness,
                                                       EndCapChild.transform.localScale.z);

        //Rotate the line so that it is facing the right direction
        LineChild.transform.rotation     = Quaternion.Euler(new Vector3(0, 0, rotation));
        StartCapChild.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rotation));
        EndCapChild.transform.rotation   = Quaternion.Euler(new Vector3(0, 0, rotation + 180));

        //Move the line to be centered on the starting point
        LineChild.transform.position     = new Vector3(StartPos.x, StartPos.y, LineChild.transform.position.z);
        StartCapChild.transform.position = new Vector3(StartPos.x, StartPos.y, StartCapChild.transform.position.z);
        EndCapChild.transform.position   = new Vector3(StartPos.x, StartPos.y, EndCapChild.transform.position.z);

        //Need to convert rotation to radians at this point for Cos/Sin
        rotation *= Mathf.Deg2Rad;

        //Store these so we only have to access once
        float lineChildWorldAdjust     = LineChild.transform.localScale.x * LineChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;
        float startCapChildWorldAdjust = StartCapChild.transform.localScale.x * StartCapChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;
        float endCapChildWorldAdjust   = EndCapChild.transform.localScale.x * EndCapChild.GetComponent <SpriteRenderer>().sprite.rect.width / 2f;

        //Adjust the middle segment to the appropriate position
        LineChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust,
                                                    .01f * Mathf.Sin(rotation) * lineChildWorldAdjust,
                                                    0);

        //Adjust the start cap to the appropriate position
        StartCapChild.transform.position -= new Vector3(.01f * Mathf.Cos(rotation) * startCapChildWorldAdjust,
                                                        .01f * Mathf.Sin(rotation) * startCapChildWorldAdjust,
                                                        0);

        //Adjust the end cap to the appropriate position
        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust * 2,
                                                      .01f * Mathf.Sin(rotation) * lineChildWorldAdjust * 2,
                                                      0);
        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * endCapChildWorldAdjust,
                                                      .01f * Mathf.Sin(rotation) * endCapChildWorldAdjust,
                                                      0);
    }
Пример #5
0
    public void Draw()
    {
        Vector2 difference = B - A;
        float   rotation   = Mathf.Atan2(difference.y, difference.x) * Mathf.Rad2Deg;

        LineChild.transform.localScale = new Vector3(100 * (difference.magnitude / LineChild.GetComponent <SpriteRenderer> ().sprite.rect.width)
                                                     , Thickness
                                                     , LineChild.transform.localScale.z);

        StartCapChild.transform.localScale = new Vector3(StartCapChild.transform.localScale.x
                                                         , Thickness
                                                         , StartCapChild.transform.localScale.z);


        EndCapChild.transform.localScale = new Vector3(EndCapChild.transform.localScale.x
                                                       , Thickness
                                                       , EndCapChild.transform.localScale.z);


        LineChild.transform.rotation     = Quaternion.Euler(new Vector3(90, 0, rotation));
        StartCapChild.transform.rotation = Quaternion.Euler(new Vector3(90, 0, rotation));
        EndCapChild.transform.rotation   = Quaternion.Euler(new Vector3(90, 0, rotation + 180));


        LineChild.transform.position     = new Vector3(A.x, layer, A.y);
        StartCapChild.transform.position = new Vector3(A.x, layer, A.y);
        EndCapChild.transform.position   = new Vector3(A.x, layer, A.y);

        rotation *= Mathf.Deg2Rad;

        float lineChildWorldAdjust     = LineChild.transform.localScale.x * LineChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;
        float startCapChildWorldAdjust = StartCapChild.transform.localScale.x * StartCapChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;
        float endCapChildWorldAdjust   = EndCapChild.transform.localScale.x * EndCapChild.GetComponent <SpriteRenderer> ().sprite.rect.width / 2f;

        LineChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust
                                                    , 0, .01f * Mathf.Sin(rotation) * lineChildWorldAdjust);

        StartCapChild.transform.position -= new Vector3(.01f * Mathf.Cos(rotation) * startCapChildWorldAdjust
                                                        , 0, .01f * Mathf.Sin(rotation) * startCapChildWorldAdjust);

        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * lineChildWorldAdjust * 2
                                                      , 0, .01f * Mathf.Sin(rotation) * lineChildWorldAdjust * 2);
        EndCapChild.transform.position += new Vector3(.01f * Mathf.Cos(rotation) * endCapChildWorldAdjust
                                                      , 0, .01f * Mathf.Sin(rotation) * endCapChildWorldAdjust);
    }