void Start() { camera2d = GameObject.Find("Camera2d").GetComponent <Camera> (); VectorLine.SetCanvasCamera(camera2d); VectorLine.canvas3D.sortingLayerName = "World"; gridLine = new VectorLine("Grid", new Vector2[0], null, 1.0f); drawLine = new VectorLine("DrawLine", new Vector3[0], null, 1.0f, isContinue? LineType.Continuous : LineType.Discrete, isContinue ? Joins.None : Joins.None); //drawLine.rectTransform.gameObject.AddComponent<Outline>(); rulerLine = new VectorLine("Ruler", new Vector3[0], null, 1.0f, LineType.Discrete); segmentOutline = new VectorLine("SegmentOutline", new Vector3[0], null, 1.0f, LineType.Discrete); segmentFill = new WallFill(VectorLine.canvas3D, "SegmentFill"); Vector2[] room = RoomQuad.GetVertex(); //DrawWall(room); List <Wall2D> roomWalls = DrawHelper.ContinueToDiscrete(room); Home.Get().AddWallList(roomWalls); // VectorLine testLine = new VectorLine("test", new Vector3[] { Vector3.zero, new Vector3(1.0f, 0f, 0f), Vector3.one }, null, 2.0f, LineType.Continuous); // testLine.Draw3D(); // Align 1-pixel lines on the pixel grid, so they don't potentially get messed up by anti-aliasing //gridLine.rectTransform.anchoredPosition = new Vector2 (.5f, .5f); gridLine.rectTransform.anchoredPosition = new Vector2(0f, 0f); //MakeGrid (); //SetScale(DrawHelper.unitPixels); DrawHelper.OnScaleChanged = MakeGrid2; DrawHelper.SetScale(camera2d, DrawHelper.unitPixels); mState = State2D.Idle; }