public DrawState(PinchDraw parent) { _parent = parent; _smoothedPosition = new SmoothedVector3(); _smoothedPosition.delay = parent._smoothingDelay; _smoothedPosition.reset = true; }
public DrawStateRPC(Material material, float minSegmentLength, int drawResolution, Color drawColor, float drawRadius, float smoothingDelay) { _material = material; _minSegmentLength = minSegmentLength; _drawResolution = drawResolution; _drawColor = drawColor; _drawRadius = drawRadius; _smoothingDelay = smoothingDelay; _smoothedPosition = new SmoothedVector3(); _smoothedPosition.delay = _smoothingDelay; _smoothedPosition.reset = true; }
public PaintLine(Paint parent) { this.parent = parent; copyMaterials = new Material[parent.materials.Length]; for (int i = 0; i < copyMaterials.Length; i++) { copyMaterials [i] = new Material(parent.materials [i].shader); copyMaterials [i].CopyPropertiesFromMaterial(parent.materials [i]); } position = new SmoothedVector3(); position.delay = 0.05f; position.reset = true; previousRings = new Vector3[2]; previousNormal = new Vector3(0f, 0f, 0f); vertices = new List <Vector3> (); indices = new List <int> (); uvs = new List <Vector2> (); //colors = new List<Color>(); }
void Awake() { WristGraphicsOff(); smoothedPosition = new SmoothedVector3 (); smoothedRotation = new SmoothedQuaternion (); }
void Awake() { _smoothedFloat = new SmoothedFloat( 0f, 2f ); _smoothedVector3 = new SmoothedVector3( cubeTransform.position, 0.5f ); }
void Awake() { WristGraphicsOff(); smoothedPosition = new SmoothedVector3(); smoothedRotation = new SmoothedQuaternion(); }
void Awake() { _smoothedFloat = new SmoothedFloat(0f, 2f); _smoothedVector3 = new SmoothedVector3(cubeTransform.position, 0.5f); }