// Start is called before the first frame update void OnEnable() { Debug.Log("Enabling Powerline"); game = (GameController)GameObject.FindGameObjectWithTag("gameController").GetComponent(typeof(IGameController)); transform.position = game.getBound().center + new Vector3(0f, 1f, 0f); //Scale float boundX = game.getBound().extents.x; float boundY = game.getBound().extents.y; GetComponent <Collider2D>().enabled = true; Bounds thisBound = GetComponent <Collider2D>().bounds; zoomFactor = Mathf.Max(0.6f * boundX / thisBound.extents.x, (0.6f * boundY / thisBound.extents.y)); //Set the scale transform.localScale *= zoomFactor; //Set the width of the line GetComponent <LineRenderer>().widthMultiplier = zoomFactor * 0.1f; fillLine.GetComponent <LineRenderer>().widthMultiplier = zoomFactor * 0.1f; fillLine.StartEndPoints(originPole, destinationPole); foreach (LineRenderer otherLine in otherLines) { otherLine.widthMultiplier = zoomFactor * 0.1f; } }
private void InitializePowerline(GameObject interactableLine) { coroutines = new List <Coroutine>(); interactableLine.GetComponent <PowerlineSpline>().enabled = true; coroutines.Add(StartCoroutine(interactableLine.GetComponent <Transition>().lineRendererFadeIn())); foreach (GameObject powerline in powerlines) { coroutines.Add(StartCoroutine(powerline.GetComponent <Transition>().lineRendererFadeIn())); } hand.SetActive(true); if (interactableLine.Equals(interactableLineLeft)) { hand.transform.position = new Vector3(game.getBound().center.x + game.getBound().extents.x * 0.2f, game.getBound().center.y, HAND_Z_OFFSET); } else { hand.transform.position = new Vector3(game.getBound().center.x, game.getBound().center.y, HAND_Z_OFFSET); } }