Пример #1
0
    private void HandleSlice()
    {
        if (Input.GetMouseButtonDown(0))
        {
            lineRenderer = new LineRendererManipulate(transform);
            Ray ray = MultiMeshManager.Instance.cam.ScreenPointToRay(Input.mousePosition);
            oldRay = ray;
            SliceMethods.SetIntersectedValue("first", ray);
            EventManager.Instance.Events.InvokeModeManipulate("StopAll");
        }
        else if (Input.GetMouseButtonUp(0))
        {
            EventManager.Instance.Events.InvokeModeManipulate("EndAll");
            Ray ray = MultiMeshManager.Instance.cam.ScreenPointToRay(Input.mousePosition);
            SliceMethods.SetIntersectedValue("second", ray);

            GameObject[] SliceResult = SliceMethods.Slicing();

            for (int i = 0; i < Size; i++)
            {
                LeftHeart[i]  = SliceResult[SliceResultIndex++];
                RightHeart[i] = SliceResult[SliceResultIndex++];
            }

            mode = "select";
            Destroy(lineRenderer.lineObject);
        }
        else if (Input.GetMouseButton(0))
        {
            Ray ray = MultiMeshManager.Instance.cam.ScreenPointToRay(Input.mousePosition);
            lineRenderer.SetFixedLineRenderer(oldRay.origin + oldRay.direction * 100f, ray.origin + ray.direction * 100f);
        }
    }
Пример #2
0
 private void FirstSet()
 {
     lineRenderer  = new LineRendererManipulate(transform);
     isPatchUpdate = false;
     isLastPatch   = false;
     oldPosition   = Vector3.zero;
     patchCount    = 0;
 }
Пример #3
0
    void Awake()
    {
        heartMaterial          = Resources.Load("Materials/Heart", typeof(Material)) as Material;
        lineRenderer           = new LineRendererManipulate(transform);
        intersectedVerticesPos = new List <Vector3>();
        rayList = new List <Ray>();

        isFirst       = true;
        isLast        = false;
        isIntersected = true;

        boundaryCount = 0;
        Size          = MultiMeshManager.Instance.Size;
    }
Пример #4
0
    void Awake()
    {
        IncisionManager = this.gameObject.AddComponent <IncisionManager>();
        oldExtendValue  = 0;
        firstIncision   = false;
        mode            = "incision";
        oldPosition     = Vector3.zero;
        lineRenderer    = new LineRendererManipulate(transform);
        // 꺼져있으면 못찾는구나. 그냥 생성을 해줄까.
        Object prefab = Resources.Load("Prefab/IncisionDistanceText");

        incisionDistance = (GameObject)Instantiate(prefab);
        GameObject newCanvas = GameObject.Find("UICanvas");

        incisionDistance.transform.SetParent(newCanvas.transform);
        incisionDistance.transform.localScale = Vector3.one;
        rectCanvas = newCanvas.GetComponent <Canvas>();
        incisionDistance.SetActive(false);
    }
Пример #5
0
 void Awake()
 {
     MeasureManager = new MeasureManager();
     lineRenderer   = new LineRendererManipulate(transform);
 }
Пример #6
0
 void Awake()
 {
     MeasureManager = this.gameObject.AddComponent <MultiMeshMeasureManager>();
     lineRenderer   = new LineRendererManipulate(transform);
 }