private void makeGrid(Vector3 begin, Vector3 end) { LineRenderer line = new GameObject().AddComponent<LineRenderer>(); line.transform.parent = this.transform.parent; line.SetWidth(0.01F, 0.01F); line.SetColors(lightBlue, lightBlue); line.SetPosition(0, begin); line.SetPosition(1, end); line.SetVertexCount(2); line.material = new Material(Shader.Find("Particles/Additive")); }
private void MakeLine(Networkable a, Networkable b) { var dir = -Camera.main.transform.forward; var line = new GameObject("Line").AddComponent<LineRenderer>(); line.transform.parent = transform; line.SetWidth(0.4f, 0.4f); line.SetPosition(0, a.transform.position + dir * 7); line.SetPosition(1, b.transform.position + dir * 7); line.sharedMaterial = NodeMaterial; }
internal static void MoveDown(GameObject sim, float meters) { sim.SetPosition( new Vector3( sim.Position.x, sim.Position.y - meters, sim.Position.z)); }
internal static void MoveBackward(GameObject sim, float meters) { sim.SetPosition( new Vector3( sim.Position.x - (sim.ForwardVector.x * meters), sim.Position.y, sim.Position.z - (sim.ForwardVector.z * meters))); }
void DrawOnMove() { //Se os valores X ou Y da variavel MouseLastPosition(Posiçao antiga do mouse) forem diferentes dos valores X ou Y da variavel MouseActualPosition(Posiçao atual do mouse), entao o mouse se moveu if(MouseLastPosition.x != MouseActualPosition.x || MouseLastPosition.y != MouseActualPosition.y) { LineRenderer Line = new GameObject("Line").AddComponent<LineRenderer>(); Line.transform.parent = GameObject.Find("LineMother").transform; Line.material = LineColor; Line.SetVertexCount(2); Line.SetWidth(0.1f,0.1f); Line.SetPosition(0,Camera.main.ScreenToWorldPoint(new Vector3(MouseLastPosition.x, MouseLastPosition.y, ZPosition))); Line.SetPosition(1,Camera.main.ScreenToWorldPoint(new Vector3(MouseActualPosition.x, MouseActualPosition.y, ZPosition))); //Igualando a posiçao antiga do mouse com a atual, para caso ele se mova de novo, a comparaçao seja correta MouseLastPosition = Input.mousePosition; } }
internal static void MoveForward(GameObject sim, float meters) { sim.SetPosition( new Vector3( sim.Position.x + (sim.ForwardVector.x * meters), sim.Position.y, sim.Position.z + (sim.ForwardVector.z * meters))); }
internal static void MoveUp(GameObject sim, float meters) { sim.SetPosition( new Vector3( sim.Position.x, sim.Position.y + meters, sim.Position.z)); }
public void TransferSlotFrom(GameSlot src) { Child = src.Child; Contents = src.Contents; src.EmptySlot(); Child.SetPosition(PyroGameManager.GetSlotLocation(X, Y)); }
public void VisualizeChildren2D <T>(TreeNode <T> CurrentNode, List <TreeNode <T> > waiting) { int amountOfChildren = CurrentNode.Children.Count; int currentChild = 0; float radius = 0.5F; foreach (TreeNode <T> node in CurrentNode.Children) { var angle = currentChild * Mathf.PI * 2 / amountOfChildren; var Yposition = Mathf.Cos(angle) * radius * (_depth - CalculateDepthOfNode(node)); var Zposition = Mathf.Sin(angle) * radius * (_depth - CalculateDepthOfNode(node)); var pos = CurrentNode.Node.Obj.transform.position + new Vector3(-1F, Yposition, Zposition); GameObject obj = Instantiate(prefab, pos, Quaternion.identity); drawValue(obj, 1, node.Value.ToString()); obj.name = "Node" + amountOfChildren.ToString(); node.Name = "Node" + amountOfChildren.ToString(); Debug.Log("Drawn node " + node.Value + " at " + obj.transform.position + " with depth " + CalculateDepthOfNode(node)); node.Node = new Node(prefab, obj); var lineRenderer = new GameObject("Line").AddComponent <LineRenderer>(); lineRenderer.startColor = Color.black; lineRenderer.endColor = Color.black; lineRenderer.startWidth = 0.01f; lineRenderer.endWidth = 0.01f; lineRenderer.positionCount = 2; lineRenderer.useWorldSpace = true; lineRenderer.SetPosition(0, node.Parent.Node.Obj.transform.position); lineRenderer.SetPosition(1, pos); currentChild++; } List <TreeNode <T> > range = CurrentNode.Children.ToList(); foreach (TreeNode <T> node in range) { waiting.Add(node); } waiting.Remove(CurrentNode); if (waiting.Count > 0) { VisualizeChildren2D(waiting[0], waiting); } }
public static void ParentToSlot(GameObject obj, Slot slot, GameObject parent) { if (obj != null && parent != null) { obj.SetPosition(parent.GetPositionOfSlot(slot)); obj.SetForward(parent.GetForwardOfSlot(slot)); obj.ParentToSlot(parent, slot); } }
protected override void InitializeSettings(GameObject fire) { fire.SetPosition(position.IndexRow, position.IndexColumn); fire.transform.rotation = Quaternion.Euler(0, (Int32)rotation, 0); var bangLineSetting = fire.GetComponent <BangLineSettings>(); bangLineSetting.direction = GetDirection(); bangLineSetting.distance = distance; bangLineSetting.duration = duration; }
public void SetPositionHelperInitializesThePositionVectorOfTheTransform() { var gameObject = new GameObject(); var newPosition = new Vector2(100, 100); gameObject.SetPosition(newPosition); var transform = gameObject.GetComponent <Transform>(); Assert.AreEqual(newPosition, transform.Position); }
public override void Execute() { //look upon me and despair Actor a = new GameObject("player actor", typeof(Actor)).GetComponent <Actor>(); a.Initialize(Resources.Load <ActorTemplate>("ActorTemplates/player").Instantiate(), 0); a.SetPosition(_position ?? Grid.GetRandom(TileStatus.Vacant)); GlobalEvents.Raise(GlobalEvent.ActorAdded, a); }
public override void Execute() { NPActor a = new GameObject("", typeof(NPActor)).GetComponent <NPActor>(); a.Initialize(_template.Instantiate(), 1); a.gameObject.name = a.data.name; a.SetPosition(_position ?? Grid.GetRandom(TileStatus.Vacant)); GlobalEvents.Raise(GlobalEvent.ActorAdded, a); }
/* * private void Start() * { * shootLaserFrom(new Vector3(0, 0, 0), new Vector3(0, 0, 2), 2); * } */ public void shootLaserFrom(Vector3 from, Vector3 direction, float length, Material mat = null) { LineRenderer lr = new GameObject().AddComponent <LineRenderer>(); lr.widthMultiplier = _lineWidthMultiplier; // Set Material lr.material = mat == null ? _laserMaterial : mat; Ray ray = new Ray(from, direction); Vector3 to = from + length * direction; // Use this code when hit on mesh surface //RaycastHit hit; //if(Physics.Raycast(ray, out hit, length)) // to = hit.point; lr.SetPosition(0, from); lr.SetPosition(1, to); }
public void TransformTest1() { var obj = new GameObject(); Assert.AreEqual(obj.Transform, obj.Transform.GameObject.Transform.GameObject.Transform); var pos = new Vec3(4, 8, 7); obj.SetPosition(pos); Assert.AreEqual(obj.Transform, obj.Transform.GameObject.Transform); Assert.AreEqual(pos, obj.Transform.GameObject.Transform.Position); }
public static void buildLine(Vector3 start, Vector3 end){ LineRenderer line = new GameObject ("Line").AddComponent<LineRenderer> (); //apparently I should use this as a default material, but it didn't work so I used some arbitrary material //line.material = new Material(Shader.Find("Particles/Additive")); line.material = material; line.gameObject.layer = LayerMask.NameToLayer ("Minimap"); line.material.SetColor ("colour", Color.black); line.castShadows = false; line.receiveShadows = false; line.transform.parent = GameObject.Find("lines").transform; line.SetWidth(1.0f, 1.0f); line.SetVertexCount(2); line.SetPosition(0, start); line.SetPosition (1, end); string positions = start.x.ToString () + "," + start.y.ToString () + "," + start.z.ToString () + "," + end.x.ToString () + "," + end.y.ToString () + "," + end.z.ToString (); if (Network.isServer) { ClientNetwork client = (ClientNetwork) GameObject.FindObjectOfType(typeof(ClientNetwork)); client.startClientLines (positions); } }
private void InitializeMap(DynamicGameObject gameFloorTemplate) { GameObject gameFloor = gameFloorTemplate.Create(); Single offsetByX = (Int32)(Width / 2.0); Single offsetByZ = (Int32)(Length / 2.0); gameFloor.SetPosition(offsetByX, offsetByZ); var floorNetworkSettings = gameFloor.GetComponent <FloorNetworkSettings>(); floorNetworkSettings.SetScale(Width, Length); floorNetworkSettings.UpdateScale(); }
public Line(Vector3 StartPosition, float Size) { line = new GameObject("Hihi").AddComponent <LineRenderer>(); Vector3[] a = new Vector3[2]; positionStart = StartPosition; a[0] = positionStart; a[1] = positionStart; line.SetPositions(a); line.SetPosition(0, Vector3.zero); line.SetWidth(Size, Size); line.transform.position = StartPosition; }
public void connect() { if (startObj == null || endObj == null) { return; } LineRenderer lineRenderer = new GameObject("Line").AddComponent <LineRenderer>(); lineRenderer.startColor = Color.black; lineRenderer.endColor = Color.black; lineRenderer.startWidth = 0.01f; lineRenderer.endWidth = 0.01f; lineRenderer.positionCount = 2; lineRenderer.useWorldSpace = true; //For drawing line in the world space, provide the x,y,z values lineRenderer.SetPosition(0, startObj.transform.position); //x,y and z position of the starting point of the line lineRenderer.SetPosition(1, endObj.transform.position); //x,y and z position of the starting point of the line startObj = null; endObj = null; }
public void Redo() { if (MovedObjects != null) { for (int i = 0; i < MovedObjects.Count; i++) { GameObject currentObject = MovedObjects[i]; currentObject.SetPosition(NewPositions[i]); } } }
public GameObject SpawnFuel(float positionX, float positionY) { int type = (int)PyroGameObjectTypes.Fuel; GameObject result = mGameObjectPool.Allocate(); result.SetPosition(positionX, positionY); result.ActivationRadius = mActivationRadiusTight; result.width = 32; result.height = 32; result.PositionLocked = true; result.DestroyOnDeactivation = false; result.life = 1; result.team = GameObject.Team.NONE; FixedSizeArray <BaseObject> staticData = GetStaticData(type); if (staticData == null) { ContentManager content = sSystemRegistry.Game.Content; GraphicsDevice device = sSystemRegistry.Game.GraphicsDevice; int staticObjectCount = 1; staticData = new FixedSizeArray <BaseObject>(staticObjectCount); const int fileImageSize = 64; Rectangle crop = new Rectangle(0, 0, fileImageSize, fileImageSize); Texture2D texture = content.Load <Texture2D>(@"pics\fuel"); DrawableTexture2D textureDrawable = new DrawableTexture2D(texture, (int)result.width, (int)result.height); textureDrawable.SetCrop(crop); RenderComponent render = (RenderComponent)AllocateComponent(typeof(RenderComponent)); render.Priority = PyroSortConstants.FUEL; render.setDrawable(textureDrawable); staticData.Add(render); SetStaticData(type, staticData); } LifetimeComponent lifetime = AllocateComponent <LifetimeComponent>(); lifetime.SetDeathSound(fuelSound); result.Add(lifetime); AddStaticData(type, result, null); return(result); }
void Start() { var lineRenderer = new GameObject("LineRenderer", typeof(LineRenderer)).GetComponent <LineRenderer>(); lineRenderer.positionCount = 160; lineRenderer.material = new Material(Shader.Find("Hidden/Internal-Colored")); lineRenderer.endWidth = lineRenderer.startWidth = 0.03f; for (int i = 0; i < 160; i++) { lineRenderer.SetPosition(i, CalcPos(i * 2f / 160)); } }
void DrawDerivative() { for (int i = 0; i < DERIVATIVE_SEGMENT_COUNT; i++) { LineRenderer lRend = new GameObject().AddComponent <LineRenderer>() as LineRenderer; Vector3 vertex = GetPoint(i / (float)DERIVATIVE_SEGMENT_COUNT); lRend.SetVertexCount(2); lRend.SetPosition(0, vertex); lRend.SetPosition(1, vertex + GetDirection(i / (float)DERIVATIVE_SEGMENT_COUNT) * DerivativeLength); //lRend.material.color = Color.green; Material myMaterial3 = (Material)Resources.Load("ArrowAsset/MyRed", typeof(Material)); lRend.material = myMaterial3; derivativeLines.Add(lRend); derivativeLines[i].enabled = true; } }
/// <summary> /// Called when behaviour enters the Playing state. /// For instant-fire behaviours, this is where 99% of the logic will go. /// </summary> protected override void OnEnteredPlaying(TriggeredState prevState) { SetParentTransform(); SetLocationTransform(); GameObject gameObj = GameObject.Instantiate(objectToInstantiate); gameObj.SetPosition(locationTransform.position); gameObj.transform.SetParent(parentTransform); // Called at end of this method for an instant-fire behaviour RequestComplete(); }
void Start() { Build(); var lineRenderer = new GameObject("LineRenderer", typeof(LineRenderer)).GetComponent <LineRenderer>(); lineRenderer.positionCount = NumKeys; lineRenderer.material = new Material(Shader.Find("Hidden/Internal-Colored")); lineRenderer.endWidth = lineRenderer.startWidth = 0.03f; for (int i = 0; i < NumKeys; i++) { lineRenderer.SetPosition(i, CalcPos(DistanceToT(i * DistanceStepSize))); } }
/// <summary> /// Draw a new line. /// </summary> /// <param name="group">Group name to associate the line with.</param> /// <param name="start">Starting location.</param> /// <param name="end">Ending location.</param> /// <param name="color">Color of the line.</param> /// <param name="size">Width of the line.</param> public static void AddLine(string group, Vector3 start, Vector3 end, Color color, float size) { GameObject groupObject = AddOrGetGroup(group); LineRenderer lineR = new GameObject() { name = "Line", layer = layerIgnoreRaycast }.AddComponent <LineRenderer>(); var matPropBlock = new MaterialPropertyBlock(); matPropBlock.SetColor(ShaderProperty.MainColor, color); lineR.SetVertexCount(2); lineR.SetPosition(0, start); lineR.SetPosition(1, end); lineR.SetWidth(size, size); lineR.material = ResourceList.getInstance().Materials.PlainColor; lineR.SetColors(color, color); lineR.transform.parent = groupObject.transform; SetMatPropBlock(lineR, color); DisableShadows(lineR); }
public void Undo() { if (MovedObjects != null) { for (int i = 0; i < MovedObjects.Count; i++) { GameObject currentObject = MovedObjects[i]; Console.WriteLine("undo"); currentObject.SetPosition(OldPositions[i]); } } }
public void SpawnLevelTiles() { foreach (GameSlot slot in tileSlots) { GameObjectManager manager = sSystemRegistry.GameObjectManager; PyroGameObjectFactory factory = (PyroGameObjectFactory)sSystemRegistry.GameObjectFactory; GameObject tile = factory.SpawnTileEmpty(0, 0); manager.Add(tile); slot.Setup(GameSlotStatus.Empty, null); tile.SetPosition(GetSlotLocation(slot.Position)); } }
private void DrawPathLines() { if (pathLinesTransform != null) { GameObject.Destroy(pathLinesTransform.gameObject); } pathLinesTransform = new GameObject("PathLines").transform; foreach (var pathLine in pathLines) { LineRenderer lineRenderer = new GameObject("Line").AddComponent <LineRenderer>(); lineRenderer.transform.SetParent(pathLinesTransform, false); Material material = new Material(Shader.Find("Unlit/Color")); material.color = Color.yellow; lineRenderer.material = material; var start = pathLine.startPoint.ToVector3(); var end = new Vector3(start.x + pathLine.deltaX, start.y + pathLine.deltaY, start.z + pathLine.deltaZ); var center = Vector3.Lerp(start, end, 0.5f); lineRenderer.SetPosition(0, start - center); lineRenderer.SetPosition(1, end - center); lineRenderer.transform.position = center; lineRenderer.widthMultiplier = 0.2f; lineRenderer.useWorldSpace = false; } }
void DrawCurtain() { for (int i = 0; i < CURTAIN_SEGMENT_COUNT; i++) { LineRenderer lRend = new GameObject().AddComponent <LineRenderer>() as LineRenderer; Vector3 vertex = GetPoint(i / (float)CURTAIN_SEGMENT_COUNT); lRend.SetVertexCount(2); lRend.SetPosition(0, vertex); Vector3 vertex2 = new Vector3(vertex.x, 0, vertex.z); lRend.SetPosition(1, vertex2); //lRend.material.Color = Color.red; Material myMaterial2 = (Material)Resources.Load("ArrowAsset/MyRed", typeof(Material)); lRend.material = myMaterial2; curtainLines.Add(lRend); curtainLines[i].enabled = true; } }
GameObject Spawn() { GameObject GetRandomPrefab() => spawnPrefabs.Count > 0 ? spawnPrefabs[Random.Range(0, spawnPrefabs.Count)] : null; GameObject prefab = GetRandomPrefab(); GameObject instance = Instantiate(prefab); Vector3 randomPos = GetRandomPosition(radius, transform.position.y); instance.SetPosition(randomPos); instance.transform.parent = transform; spawnedEnemies.Add(instance); return(instance); }
private void AdjustFPVWeapon() { if (fpvWeapon == null) { return; } Vector3 offset = HelperRotation.RotateVector(this.GetLookAtVector(), -90, Plane.Y); offset.Y *= 2f; offset.Z *= 0.5f; offset.X *= 0.5f; fpvWeapon.SetPosition(this.Position + this.GetLookAtVector() * 0.25f + offset * 0.01f); fpvWeapon.SetRotation(this.Rotation); }
public GameObject SpawnBackgroundPlate(float positionX, float positionY) { const int width = 1280; const int height = 720; int type = (int)PyroGameObjectTypes.Background_Plate; GameObject result = mGameObjectPool.Allocate(); result.SetPosition(positionX, positionY); result.ActivationRadius = mActivationRadiusExtraWide; result.width = width; result.height = height; ContentManager content = sSystemRegistry.Game.Content; FixedSizeArray <BaseObject> staticData = GetStaticData(type); if (staticData == null) { const int staticObjectCount = 1; staticData = new FixedSizeArray <BaseObject>(staticObjectCount); //InventoryRecord addWin = new InventoryRecord(); //addWin.winCount = 1; //staticData.Add(addWin); SetStaticData(type, staticData); } Rectangle crop = new Rectangle(0, 0, width, height); DrawableTexture2D textureDrawable = new DrawableTexture2D(content.Load <Texture2D>(@"pics\background"), (int)result.width, (int)result.height); textureDrawable.SetCrop(crop); RenderComponent render = (RenderComponent)AllocateComponent(typeof(RenderComponent)); render.Priority = PyroSortConstants.BACKGROUND; render.setDrawable(textureDrawable); result.Add(render); //AddStaticData(type, result, null); return(result); }
// // Make child GameObject with UI RectTransform on parent // public static GameObject MakeUiObject(this GameObject parent, string name = null) { GameObject child = new GameObject(); RectTransform rectTransform = child.AddComponent <RectTransform>(); rectTransform.SetParent(parent.transform); rectTransform.sizeDelta = new Vector2(0, 0); // width 0x0 rectTransform.localScale = new Vector3(1, 1, 1); // scale 1, 1, 1 child.SetPosition(0, 0); // position 0, 0 if (!string.IsNullOrEmpty(name)) { child.name = name; } return(child); }
/// <summary> /// Executes when a collison occurs with another GameObject /// </summary> /// <param name="collisonName"></param> /// <param name="other"></param> /// <returns> /// <c>true</c> if the object is to be deleted /// </returns> public override bool OnCollide(CollisionPairEvaluator.Name collisonName, GameObject other) { bool willBeDeleted = false; // PlayerLaser vs AlienLaser if (collisonName == CollisionPairEvaluator.Name.PlayerLaser_vs_AlienLaser) { willBeDeleted = true; } // Player vs AlienLaser else if (collisonName == CollisionPairEvaluator.Name.Player_vs_AlienLaser) { willBeDeleted = true; // Create small explosion DeadPlayerLaser smallExplosion = new DeadPlayerLaser(this.X, this.Y); smallExplosion.SetColor(Colors.Green); // Move up. This is important! // Removing this line will make the Aliens rain laser everywhere! GameObject parent = this.Parent as GameObject; parent.SetPosition(parent.X, parent.Y + this.Height); } // AlienLaser vs Shields else if (collisonName == CollisionPairEvaluator.Name.AlienLaser_vs_Shield) { willBeDeleted = true; // Create small explosion DeadPlayerLaser smallExplosion = new DeadPlayerLaser(this.X, this.Y); smallExplosion.SetColor(Colors.Green); } // AlienLaser vs WallBottom else if (collisonName == CollisionPairEvaluator.Name.AlienLaser_vs_WallBottom) { willBeDeleted = true; // Create small explosion DeadPlayerLaser smallExplosion = new DeadPlayerLaser(this.X, this.Y); smallExplosion.SetColor(Colors.Green); } return(willBeDeleted); }
public void MakeMeLaser(Color color) { /* foreach(GameObject go in GameObject.FindObjectsOfType(typeof(GameObject))) { if(go.name == "lineUP") { GameObject.Destroy (go); } } // Set LineRenderer InitializationGameObject yourName = new GameObject(); LineRenderer lineRenderer = new GameObject("lineUP").AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(Color.red, Color.red); lineRenderer.SetWidth(1f, 1f); lineRenderer.SetVertexCount(2); // We need no Shadows lineRenderer.castShadows = false; lineRenderer.receiveShadows = false; Debug.Log ("Raw posX: " + posX + "Raw posX: " + posY); float worldX = posX * 4; float worldZ = posY * 4; Vector3 pos = new Vector3(worldX + 2, 0, worldZ + 2); lineRenderer.SetPosition(0, pos); pos = new Vector3(worldX + 2, 800, worldZ + 2); lineRenderer.SetPosition(1, pos); */ // Make //GameController.instance.treeGroupController.AddTreeGroup(posX, posY); RaycastHit hit; // Set LineRenderer InitializationGameObject yourName = new GameObject(); LineRenderer lineRenderer = new GameObject("lineUP").AddComponent<LineRenderer>(); lineRenderer.sharedMaterial = new Material(Shader.Find("Particles/Additive")); lineRenderer.SetColors(color, color); lineRenderer.SetWidth(0.2f, 0.2f); lineRenderer.SetVertexCount(5); // We need no Shadows lineRenderer.castShadows = false; lineRenderer.receiveShadows = false; float worldX = posX * 4; float worldZ = posY * 4; Vector3 pos; Ray ray = new Ray(new Vector3(worldX, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ); lineRenderer.SetPosition(0, pos); } ray = new Ray(new Vector3(worldX + 4, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX + 4, hit.point.y + 1, worldZ); lineRenderer.SetPosition(1, pos); } ray = new Ray(new Vector3(worldX + 4, 10, worldZ + 4), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX + 4, hit.point.y + 1, worldZ + 4); lineRenderer.SetPosition(2, pos); } ray = new Ray(new Vector3(worldX, 10, worldZ + 4), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ + 4); lineRenderer.SetPosition(3, pos); } ray = new Ray(new Vector3(worldX, 10, worldZ), Vector3.up); if (Physics.Raycast (ray, out hit)) { pos = new Vector3(worldX, hit.point.y + 1, worldZ); lineRenderer.SetPosition(4, pos); } lineRenderer.gameObject.AddComponent<SelectionLine>(); }
private void makeLineGraph(Vector3 begin, Vector3 end) { //makePoint(begin); // makePoint(end); LineRenderer line = new GameObject().AddComponent<LineRenderer>(); line.transform.parent = this.transform.parent; line.SetWidth(0.05F, 0.05F); line.SetColors(Color.green, Color.green); line.SetPosition(0, begin); line.SetPosition(1, end); line.SetVertexCount(2); line.material = new Material(Shader.Find("Particles/Additive")); }
public static void RemoveMoveInteractions(GameObject gameObject, bool resetLocation) { if (MovedObjects.ContainsKey(gameObject)) { if (resetLocation) { LocationVectors vectors; if (MovedObjects.TryGetValue(gameObject, out vectors)) { gameObject.SetForward(vectors.ForwardVector); gameObject.SetPosition(vectors.Position); } } MovedObjects.Remove(gameObject); } gameObject.RemoveInteractionByType(StopMovingMe.Singleton); gameObject.RemoveInteractionByType(TurnLeft.Singleton); gameObject.RemoveInteractionByType(TurnAtAngle.Singleton); gameObject.RemoveInteractionByType(TurnRight.Singleton); gameObject.RemoveInteractionByType(TurnAround.Singleton); gameObject.RemoveInteractionByType(TiltFaceUp.Singleton); gameObject.RemoveInteractionByType(TiltBack.Singleton); gameObject.RemoveInteractionByType(TiltForward.Singleton); gameObject.RemoveInteractionByType(TiltFaceDown.Singleton); gameObject.RemoveInteractionByType(TiltUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveUp.Singleton); gameObject.RemoveInteractionByType(MoveUpUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveDown.Singleton); gameObject.RemoveInteractionByType(MoveDownUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveBack.Singleton); gameObject.RemoveInteractionByType(MoveBackUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveForward.Singleton); gameObject.RemoveInteractionByType(MoveForwardUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveRight.Singleton); gameObject.RemoveInteractionByType(MoveRightUserDefined.Singleton); gameObject.RemoveInteractionByType(MoveLeft.Singleton); gameObject.RemoveInteractionByType(MoveLeftUserDefined.Singleton); }
protected void drawLine(Vector3 start, Vector3 end, Color color) { LineRenderer line = new GameObject("Line ").AddComponent<LineRenderer>(); line.SetWidth(0.025F, 0.025F); line.SetColors(color, color); line.SetVertexCount(2); line.SetPosition(0, start); line.SetPosition(1, end); line.material.shader = (Shader.Find("Unlit/Color")); line.material.color = color; lines.Add(line.gameObject); }