void Start() { //VectorLine.SetEndCap ("Arrow4", EndCap.Both, 0, 0, 2.0f, 1.0f, lineTex, frontTex); line = new VectorLine("Line", linePoints, f_LineWidth, LineType.Discrete); line2 = new VectorLine("Line2", line2Points, f_LineWidth, LineType.Discrete); line.collider = true; line2.collider = true; line.Draw3DAuto(); line2.Draw3DAuto(); line.rectTransform.gameObject.tag = "CasualLine"; line2.rectTransform.gameObject.tag = "CasualLine"; lineScript = line.rectTransform.gameObject.AddComponent <IE_Line>(); lineScript.f_Time = f_CasualLineLifeTime; lineScript.f_InterpolateSpeed = f_CasualLineDestroySpeed; //lineScript.f_ColliderY = f_ColliderY; // lineScript.f_MinColliderX = f_MinColliderX; lineScript2 = line2.rectTransform.gameObject.AddComponent <IE_Line>(); lineScript2.f_Time = f_CasualLineLifeTime; lineScript2.f_InterpolateSpeed = f_CasualLineDestroySpeed; // lineScript2.f_ColliderY = f_ColliderY; // lineScript2.f_MinColliderX = f_MinColliderX; linePoints.Add(new Vector3()); linePoints.Add(new Vector3()); linePoints.Add(new Vector3()); linePoints.Add(new Vector3()); line2Points.Add(new Vector3()); line2Points.Add(new Vector3()); line2Points.Add(new Vector3()); line2Points.Add(new Vector3()); }
void Start() { numberOfLines = Mathf.Clamp(numberOfLines, 2, 8190); var points = new List <Vector3>(); // Lines down X axis for (int i = 0; i < numberOfLines; i++) { points.Add(new Vector3(i * distanceBetweenLines, 0, 0)); points.Add(new Vector3(i * distanceBetweenLines, 0, (numberOfLines - 1) * distanceBetweenLines)); } // Lines down Z axis for (int i = 0; i < numberOfLines; i++) { points.Add(new Vector3(0, 0, i * distanceBetweenLines)); points.Add(new Vector3((numberOfLines - 1) * distanceBetweenLines, 0, i * distanceBetweenLines)); } var line = new VectorLine("Grid", points, lineWidth); line.Draw3DAuto(); // Move camera X position to middle of grid var pos = transform.position; pos.x = ((numberOfLines - 1) * distanceBetweenLines) / 2; transform.position = pos; }
void Start() { deformedLineList = new List <VectorLine>(); pointLists = new List <List <Vector3> >(); VectorLine.SetCamera3D(myCamera); //Wireframe of cube VectorLine line = new VectorLine("Wireframe", new List <Vector3>(), 1.0f, LineType.Discrete); Mesh cubeMesh = ((MeshFilter)gameObject.GetComponent("MeshFilter")).mesh; line.MakeWireframe(cubeMesh); line.drawTransform = gameObject.transform; line.Draw3DAuto(); mainLine = new VectorLine("MainLine", new List <Vector3>(), 10.0f); mainLine.Draw3DAuto(); deformedLine = new VectorLine("deformedLine", new List <Vector3>(), 10.0f); deformedLine.Draw3DAuto(); lineTransformList = new List <Transform>(); deformedLineTransformList = new List <Transform>(); //Force Line forceVectorList = new List <Vector3>(); //forceLine = new VectorLine("ForceLine", new List<Vector3>(), 30.0f); //VectorLine.SetEndCap("Arrow", EndCap.Both, -1.0F, lineTex, frontTex, backTex); //forceLine.endCap = "Arrow"; //forceLine.Draw3DAuto(); }
private void SetupLines() { aimMinLine = new VectorLine("Line: Min aim limit", new List <Vector3>(64), 1); aimMinLine.Draw3DAuto(); aimMaxLine = new VectorLine("Line: Max aim limit", new List <Vector3>(64), 1); aimMaxLine.Draw3DAuto(); moveTriggerLine = new VectorLine("Line: Move trigger", new List <Vector3>(64), 1); moveTriggerLine.Draw3DAuto(); aimLine = new VectorLine("Line: Aim", new List <Vector3>(), aimWidth); aimLine.points3.Add(transform.position + Vector3.up); aimLine.points3.Add(transform.position + Vector3.up); aimLine.color = aimColour; aimLine.Draw3DAuto(); moveLine = new VectorLine("Line: Move", new List <Vector3>(), aimWidth); moveLine.points3.Add(transform.position + Vector3.up); moveLine.points3.Add(transform.position + Vector3.up); moveLine.color = moveColour; moveLine.Draw3DAuto(); currentMoveLine = new VectorLine("Line: Current Move", new List <Vector3>(), aimWidth * 3f); currentMoveLine.points3.Add(transform.position + Vector3.up); currentMoveLine.points3.Add(transform.position + Vector3.up); currentMoveLine.points3.Add(transform.position + Vector3.up); currentMoveLine.color = Color.yellow; currentMoveLine.lineType = LineType.Continuous; currentMoveLine.SetWidth(aimWidth * 3f, 0); currentMoveLine.SetWidth(aimWidth, 1); currentMoveLine.Draw3DAuto(); }
/// <summary> /// Prepare a vector line for our use-case. /// </summary> /// <param name="line"> /// The line to set up. /// </param> private void SetupLine(VectorLine line, List <Color32> colors) { line.material = _material; line.drawTransform = transform; line.SetColors(colors); line.Draw3DAuto(); }
/// <summary> /// Prepare a vector line for our use-case. /// </summary> /// <param name="line"> /// The line to set up. /// </param> private void SetupLine(VectorLine line) { line.material = _material; line.color = _color; line.drawTransform = transform; line.Draw3DAuto(); }
// Use this for initialization void Start() { // shader init InitShader(); gos = new GameObject[count]; for (int i = 0; i < count; i++) { gos[i] = Instantiate <GameObject>(inst); gos[i].transform.parent = this.gameObject.transform; } // RunShader(); linePoints = new List <Vector3>();// { new Vector3(20, 30), new Vector2(100, 50) }; // VECTROSITY LINE DRAWING line = new VectorLine("VectroLine", linePoints, 2f, LineType.Discrete); line.points3.Add(new Vector3(0, 0, 0)); line.points3.Add(new Vector3(5, 2, 3)); line.drawTransform = this.gameObject.transform; line.Draw3DAuto(); for (int j = 0; j < edgesData.Length; j++) { linePoints.Add(new Vector3(0, 0, 0)); } }
private static GameObject DrawHemisphereLines(GameObject hemisphere, string layerName) { GameObject Sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere); GameObject.Destroy(Sphere.GetComponent <Collider>()); Sphere.transform.position = hemisphere.transform.position; Sphere.transform.localScale = hemisphere.transform.lossyScale; VectorLine hemisphereLine = new VectorLine("NewHemiLine", new List <Vector3>(), 2.0f, LineType.Discrete); GameObject VectorLineObj = GameObject.Find("NewHemiLine"); hemisphereLine.Draw3DAuto(); List <GameObject> childList = createChildSpheres(Sphere, hemisphere, layerName, Sphere.transform.localScale.x / 2); foreach (GameObject childSphere in childList) { hemisphereLine.points3.Add(Sphere.transform.position); hemisphereLine.points3.Add(childSphere.transform.position); } hemisphereLine.color = Color.green; //VectorLine line = new VectorLine("Wireframe", new List<Vector3>(), 1.0f, LineType.Discrete); //line.MakeWireframe(((MeshFilter)hemisphere.GetComponent("MeshFilter")).mesh); //line.drawTransform = hemisphere.transform; //line.Draw3DAuto(); Sphere.SetActive(false); return(VectorLineObj); }
private void Start() { VectorLine vectorLine = new VectorLine("OrbitLine", new List <Vector3>(this.orbitLineResolution), 2f, (LineType)0); vectorLine.set_material(this.lineMaterial); vectorLine.MakeCircle(Vector3.get_zero(), Vector3.get_up(), Vector3.Distance(((Component)this).get_transform().get_position(), Vector3.get_zero())); vectorLine.Draw3DAuto(); }
public Material lineMaterial; // This should be a material with a shader that will draw on top of the stars void Start() { var orbitLine = new VectorLine("OrbitLine", new List <Vector3>(orbitLineResolution), 2.0f, LineType.Continuous); orbitLine.material = lineMaterial; orbitLine.MakeCircle(Vector3.zero, Vector3.up, Vector3.Distance(transform.position, Vector3.zero)); orbitLine.Draw3DAuto(); }
// Token: 0x06000B35 RID: 2869 RVA: 0x00032F28 File Offset: 0x00031328 private void Start() { VectorLine vectorLine = new VectorLine("OrbitLine", new List <Vector3>(this.orbitLineResolution), 2f, LineType.Continuous); vectorLine.material = this.lineMaterial; vectorLine.MakeCircle(Vector3.zero, Vector3.up, Vector3.Distance(base.transform.position, Vector3.zero)); vectorLine.Draw3DAuto(); }
private void Draw3DLine(VectorLine line) { if (LocationHistoryManager.Instance.LineSetting.IsAuto) { line.Draw3DAuto();//点线多了 确实会影响性能 } else { line.Draw3D(); } }
void Start() { preview.SetActive(false); //disable until we need it gridGranularity = (float)(1m / 20m); originSet = false; isColliding = false; allowPlacing = false; delLine = new VectorLine("Delete", new List <Vector3>(), 6.0f, LineType.Discrete); VectorLine.SetCamera3D(myCamera); delLine.Draw3DAuto(); }
public string AddLine(Vector3 p0, Vector3 p1) { string tag = "Line " + NextID++; Vector3[] points = new Vector3[] { p0, p1 }; VectorLine line = new VectorLine(tag, points, DefaultLineColor, null, DefaultLineWidth); line.Draw3DAuto(); _lines.Add(tag, line); return(tag); }
void createLines() { Vector3[] v3; v3 = new Vector3[720]; selectCircle = new VectorLine("Select Circle", v3, null, line_thickness); selectCircle.Draw3DAuto(); destinationCircle = new VectorLine("Destination Circle", v3, null, line_thickness); destinationCircle.Draw3DAuto(); movePathLine = new VectorLine("Move Path Line", lineList, null, line_thickness, LineType.Continuous); movePathLine.Draw3DAuto(); VectorLine.canvas3D.sortingLayerName = "Select Circles"; }
private void CreateBorder() { Transform drawTransform = m_legendMesh.transform; m_border = new VectorLine("LegendBorderLine", new List <Vector3>(2), ParentScript.LineMaterial, BorderWidth, LineType.Continuous) { color = BorderColor, drawTransform = drawTransform, layer = OrderInLayer }; m_border.Draw3DAuto(); }
// Start is called before the first frame update void Start() { lineTrans = transform; var lines = new List <Vector3>() { new Vector3(0.1f, -0.1f, 0.1f), new Vector3(0.17f, 0.589f, 0.17f), new Vector3(0.17f, 0.589f, 0.17f), new Vector3(-0.17f, 0.589f, 0.17f), new Vector3(-0.17f, 0.589f, 0.17f), new Vector3(-0.1f, -0.1f, 0.1f), new Vector3(-0.1f, -0.1f, 0.1f), new Vector3(0.1f, -0.1f, 0.1f), new Vector3(0.002f, 0.786f, 0.002f), new Vector3(0.002f, 0.786f, -0.002f), new Vector3(0.002f, 0.786f, -0.002f), new Vector3(-0.002f, 0.786f, -0.002f), new Vector3(-0.002f, 0.786f, -0.002f), new Vector3(0.002f, 0.786f, 0.002f), new Vector3(-0.002f, 0.786f, -0.002f), new Vector3(-0.002f, 0.786f, 0.002f), new Vector3(-0.002f, 0.786f, 0.002f), new Vector3(0.002f, 0.786f, 0.002f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(0.1f, -0.1f, -0.1f), new Vector3(0.1f, -0.1f, -0.1f), new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(0.1f, -0.1f, -0.1f), new Vector3(0.1f, -0.1f, 0.1f), new Vector3(-0.1f, -0.1f, 0.1f), new Vector3(0.1f, -0.1f, -0.1f), new Vector3(-0.1f, -0.1f, 0.1f), new Vector3(-0.1f, -0.1f, -0.1f), new Vector3(-0.17f, 0.589f, 0.17f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(-0.1f, -0.1f, 0.1f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(0.17f, 0.589f, 0.17f), new Vector3(0.17f, 0.589f, 0.17f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(0.17f, 0.589f, 0.17f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(-0.17f, 0.589f, 0.17f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(-0.17f, 0.589f, 0.17f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(0.049f, 0.744f, -0.049f), new Vector3(0.049f, 0.744f, -0.049f), new Vector3(-0.17f, 0.589f, -0.17f), new Vector3(0.049f, 0.744f, -0.049f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(0.049f, 0.744f, -0.049f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(0.17f, 0.589f, -0.17f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(0.002f, 0.786f, 0.002f), new Vector3(-0.002f, 0.786f, 0.002f), new Vector3(0.049f, 0.744f, 0.049f), new Vector3(-0.002f, 0.786f, 0.002f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(-0.002f, 0.786f, -0.002f), new Vector3(-0.049f, 0.744f, 0.049f), new Vector3(-0.002f, 0.786f, -0.002f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(0.002f, 0.786f, -0.002f), new Vector3(-0.049f, 0.744f, -0.049f), new Vector3(0.002f, 0.786f, -0.002f), new Vector3(0.049f, 0.744f, -0.049f), new Vector3(0.002f, 0.786f, 0.002f), new Vector3(0.049f, 0.744f, -0.049f) }; line = new VectorLine("Crystal", lines, 3.0f, LineType.Discrete, Joins.Weld); line.drawTransform = transform; lineTrans.localScale = new Vector3(1.1f, 1.1f, 1.1f); line.Draw3DAuto(); }
public DataLine(GraphLines parent, Guid id, int index) { m_id = id; m_index = index; m_unscaledData = new float[parent.m_pointsInLine]; m_vector = new VectorLine("DataLine" + index, new Vector3[parent.m_pointsInLine], parent.m_lineMaterial, parent.m_lineWidth, LineType.Continuous); m_vector.color = parent.m_lineColors[index % parent.m_lineColors.Length]; m_vector.drawTransform = parent.m_target; m_vector.Draw3DAuto(); for (int x = 0; x < m_vector.points3.Count; x++) { m_unscaledData[x] = float.NaN; m_vector.points3[x] = new Vector3(Mathf.Lerp(-5.0F, 5.0F, x / (float)m_vector.points3.Count), -((index + 1) * parent.m_lineDepthOffset + 0.05F), 0.0F); } }
public DataLine(GraphLines parent, Guid id, int index) { ID = id; Index = index; LinePoints = new Vector3[parent.PointsInLine]; UnscaledData = new float[LinePoints.Length]; int vectorCapacity; if (parent.UseSplineGraph) { int segmentFactor = parent.SplineSegmentFactor; if (segmentFactor < 1) { segmentFactor = 1; } m_segmentCount = LinePoints.Length * segmentFactor; vectorCapacity = m_segmentCount + 1; } else { vectorCapacity = LinePoints.Length; } m_vector = new VectorLine($"DataLine{index}", new List <Vector3>(vectorCapacity), parent.LineMaterial, parent.LineWidth, parent.GraphPoints ? LineType.Points : LineType.Continuous) { color = parent.LineColors[index % parent.LineColors.Length], drawTransform = parent.Target }; m_vector.Draw3DAuto(); float zOffset = -((index + 1) * parent.LineDepthOffset + 0.05F); for (int x = 0; x < LinePoints.Length; x++) { UnscaledData[x] = float.NaN; LinePoints[x] = new Vector3(Mathf.Lerp(-5.0F, 5.0F, x / (float)LinePoints.Length), zOffset, 0.0F); // y and z axes intentionally transposed } m_parent = parent; }
void Start() { VectorLine.SetCamera3D(myCamera); demoLine = new VectorLine("demoLine", new List <Vector3>(), 20.0f, LineType.Discrete); Hemisphere.CreateHemisphereMesh(); demoLine.points3.Add(target1.transform.position); demoLine.points3.Add(pos.transform.position); demoLine.points3.Add(target2.transform.position); demoLine.points3.Add(pos.transform.position); demoLine.Draw3DAuto(); origin = GameObject.CreatePrimitive(PrimitiveType.Sphere); origin.transform.position = pos.transform.position; Destroy(origin.GetComponent <MeshRenderer>()); freedomPos = GameObject.CreatePrimitive(PrimitiveType.Sphere); freedomPos.transform.localScale = new Vector3(0.01F, 0.01F, 0.01F); Destroy(freedomPos.GetComponent <MeshRenderer>()); }
public LegendLine(GraphLines parent, Guid id, int index, Color color) { Transform transform = parent.m_legendMesh.transform; Vector3 position = transform.position; m_id = id; m_vector = new VectorLine("LegendLine" + index, new Vector3[2], parent.m_lineMaterial, parent.m_lineWidth, LineType.Discrete); m_vector.color = color; m_vector.drawTransform = transform; m_vector.Draw3DAuto(); float spacing = parent.m_legendMesh.characterSize * 1.5F; // Position legend line relative to text descriptions Vector3 point1 = new Vector3(-2.0F, -(spacing / 2.0F + index * spacing), -position.z); Vector3 point2 = new Vector3(-0.5F, point1.y, point1.z); m_vector.points3[0] = point1; m_vector.points3[1] = point2; }
// Use this for initialization void Start() { VectorManager.useDraw3D = true; var pos3d = transf.Select(x => x.position).ToList(); var pos2d = pos3d.Select(x => new Vector2(x.x, x.y)).ToList(); //draw 2d vobj.vectorLine.Resize(pos2d.Count + 1); vobj.vectorLine.points2 = pos2d; vobj.vectorLine.points3 = pos3d; vobj.vectorLine.Draw(); //draw 3d var vl = new VectorLine("a", pos3d, 100f); vobj3d.SetVectorLine(vl, vobj.texture, mat); vl.points3.ForEach(x => Debug.Log(x)); vl.Draw3DAuto(); }
// Token: 0x06000B1B RID: 2843 RVA: 0x00031F4C File Offset: 0x0003034C private void Start() { this.numberOfLines = Mathf.Clamp(this.numberOfLines, 2, 8190); List <Vector3> list = new List <Vector3>(); for (int i = 0; i < this.numberOfLines; i++) { list.Add(new Vector3((float)i * this.distanceBetweenLines, 0f, 0f)); list.Add(new Vector3((float)i * this.distanceBetweenLines, 0f, (float)(this.numberOfLines - 1) * this.distanceBetweenLines)); } for (int j = 0; j < this.numberOfLines; j++) { list.Add(new Vector3(0f, 0f, (float)j * this.distanceBetweenLines)); list.Add(new Vector3((float)(this.numberOfLines - 1) * this.distanceBetweenLines, 0f, (float)j * this.distanceBetweenLines)); } VectorLine vectorLine = new VectorLine("Grid", list, this.lineWidth); vectorLine.Draw3DAuto(); Vector3 position = base.transform.position; position.x = (float)(this.numberOfLines - 1) * this.distanceBetweenLines / 2f; base.transform.position = position; }
void SwitchToConstraintMode(GameObject intermediatePoint, GameObject target) { /* * 1. Disable switcher * 2. Turn Down light * 3. Spawn Plane w/ correct material & attach it * 4. switch to constraint mode * 5. Initialize dottedLine */ LeftRadialMenu.SetActive(false); lightObj.SetActive(false); Vector3 size = domain.transform.lossyScale * 2; size.z = size.z / 10000; intermediatePoint.GetComponent <IntermediateInfo>().SpawnPlane(target, size); dottedLine = new VectorLine("NewLine", new List <Vector3>(), dottedTexture, 8.0f); dottedLine.points3.Add(intermediatePoint.transform.position); dottedLine.points3.Add(intermediatePoint.transform.position); dottedLine.Draw3DAuto(); freedomLineObj = GameObject.Find("NewLine"); constraintMode = true; numConstraints = 0; }
public void removeFrontNode() { color_list.RemoveAt(0); width_list.RemoveAt(0); Vector3[] new_points = new Vector3[path_line.points3.Length -1]; for(int i = 0; i < new_points.Length - 1; ++i) { new_points[i] = path_line.points3[i+1]; } VectorLine.Destroy(ref path_line); path_line = new VectorLine("path", new_points, null, 5F ,LineType.Continuous,Joins.Weld); path_line.SetColorsSmooth(color_list.ToArray()); path_line.SetWidths(width_list.ToArray()); path_line.Draw3DAuto(); VectorLine del_spot = spot_list[0]; spot_list.RemoveAt(0); VectorLine.Destroy(ref del_spot); }
public void Link(GameObject crystal) { if (crystal != null)//水晶连线 && linkStop == false { if (!draw)//如果还没开始画线 { //if (EnergyManager.Instance.accessibleEnergy > 0) { #region float x = 0, z = 0; int kx = -1, ky = -1; linePoints = new Vector3[2]; linePoints[0] = crystal.transform.position; z = EnergyManager.Instance.HeroMagicCircle.getz(linePoints[0].z); if (z == EnergyManager.Instance.HeroMagicCircle.rowKey[2]) x = EnergyManager.Instance.HeroMagicCircle.getx1(linePoints[0].x); else if (z == EnergyManager.Instance.HeroMagicCircle.rowKey[0] || z == EnergyManager.Instance.HeroMagicCircle.rowKey[4]) x = EnergyManager.Instance.HeroMagicCircle.getx2(linePoints[0].x); else x = EnergyManager.Instance.HeroMagicCircle.getx3(linePoints[0].x); kx = EnergyManager.Instance.HeroMagicCircle.getKx(x); ky = EnergyManager.Instance.HeroMagicCircle.getKy(z); if (kx != -1) { l1 = new Point( kx , ky); draw = true; //EnergyManager.Instance.MinusEnergy(1); } screenSpace = Camera.main.WorldToScreenPoint(crystal.transform.position); linePoints[1] = Camera.main.ScreenToWorldPoint(new Vector3(Input.mousePosition.x, Input.mousePosition.y, screenSpace.z)); temp1 = new VectorLine("3DLine", linePoints, Color.green, lineMaterial, 8.0f); temp2 = new VectorLine("3DLine", linePoints, Color.green, lineMaterial2, 15.0f); temp1.Draw3DAuto(); temp2.Draw3DAuto(); #endregion } //else //{ // //linkStop = true; //} } else { #region float x = 0, z = 0; int kx = -1, ky = -1; linePoints[1] = crystal.transform.position; z = EnergyManager.Instance.HeroMagicCircle.getz(linePoints[1].z); if (z == EnergyManager.Instance.HeroMagicCircle.rowKey[2]) x = EnergyManager.Instance.HeroMagicCircle.getx1(linePoints[1].x); else if (z == EnergyManager.Instance.HeroMagicCircle.rowKey[0] || z == EnergyManager.Instance.HeroMagicCircle.rowKey[4]) x = EnergyManager.Instance.HeroMagicCircle.getx2(linePoints[1].x); else x = EnergyManager.Instance.HeroMagicCircle.getx3(linePoints[1].x); kx = EnergyManager.Instance.HeroMagicCircle.getKx(x); ky = EnergyManager.Instance.HeroMagicCircle.getKy(z); l2 = new Point(kx , ky); if (l2 == l1)//连自己=>取消连线 { VectorLine.Destroy(ref temp1); VectorLine.Destroy(ref temp2); //EnergyManager.Instance.MinusEnergy(-1); } else if (EnergyManager.Instance.HeroMagicCircle.IsOperable(new Line(l1,l2))) { if (kx != -1 && !EnergyManager.Instance.HeroMagicCircle.GetLine(l1, l2) && EnergyManager.Instance.HeroMagicCircle.GetLineSwitch(l1.GetX(), l1.GetY(), l2.GetX(), l2.GetY()))//画线 { //AddLine(l1, l2); if (EnergyManager.Instance.accessibleEnergy>0) { temp1.Draw3D(); temp2.Draw3D(); line[l1.GetUni(), l2.GetUni()] = temp1; line2[l1.GetUni(), l2.GetUni()] = temp2; EnergyManager.Instance.HeroMagicCircle.LineTrue(l1.GetUni(), l2.GetUni()); EnergyManager.Instance.MinusEnergy(1); } else { VectorLine.Destroy(ref temp1); VectorLine.Destroy(ref temp2); GuideText.Instance.ReturnText("LinkNeedEnergy"); } } else if (EnergyManager.Instance.HeroMagicCircle.GetLine(l1, l2))//删线 { // Debug.Log("delete"); DeleteLine(l1, l2); VectorLine.Destroy(ref temp1); VectorLine.Destroy(ref temp2); GuideText.Instance.GuideLevel(2, 33, "RedundentLink"); GuideText.Instance.GuideLevel(3, 33, "RedundentLink"); //EnergyManager.Instance.MinusEnergy(-1); //linkStop = true; } } else { GuideText.Instance.ReturnText("NoJumpLink"); return; } draw = false; #endregion } } }
private void plotDeformedCoords(string str) { VectorLine.SetCamera3D(myCamera); string[] strArr = str.Split('|'); string[] coords = strArr[0].Split(';'); string[] meshCoords = strArr[1].Split(';'); string[] indices = strArr[2].Split(' '); string[] meshIndexStrings = strArr[3].Split(';'); List <Vector3> vectorList = new List <Vector3>(); int numPoints = coords.Length - 1; int numMesh = meshCoords.Length - 1; print("Number of Points received: " + numPoints); print("Number of Mesh Points received: " + numMesh); for (int i = 0; i < numPoints; i++) //stop one before because the last one is empty { Vector3 newCoords = getLocalCoords(coords[i]); //Vector3 worldPosNewCoords = domain.transform.TransformPoint(newCoords); vectorList.Add(newCoords); GameObject newObj = GameObject.Instantiate(allTransformList[i].gameObject, domain.transform); List <GameObject> children = new List <GameObject>(); foreach (Transform child in newObj.transform) { children.Add(child.gameObject); } children.ForEach(child => Destroy(child)); newObj.transform.localScale = allTransformList[i].localScale; Color color = ((Renderer)newObj.GetComponent <Renderer>()).material.color; color.a = 1F; ((Renderer)newObj.GetComponent <Renderer>()).material.color = color; newObj.transform.localPosition = newCoords; deformedTransformList.Add(newObj.transform); } //add the mesh coordinates too for (int i = 0; i < numMesh; i++) { //Vector3 worldPosNewCoords = domain.transform.TransformPoint(getLocalCoords(meshCoords[i])); vectorList.Add(getLocalCoords(meshCoords[i])); } //--------------------------------------TODO---------------------------------------------- //Modify lineTransformList //Need to construct a new spline between each node //instead of updating every intermediate mesh coord, maybe just make these spline gameObjects children of the main gameObject // See if there is too much deviation when scaling / rotating to use this hack //for(int i = 0; i < indices.Length - 1; i++) //{ // domain.GetComponent<InitLines>().deformedLineTransformList.Insert(i, deformedTransformList[int.Parse(indices[i]) - 1]); // domain.GetComponent<InitLines>().deformedLine.points3.Add(deformedTransformList[int.Parse(indices[i]) - 1].position); //} for (int i = 0; i < meshIndexStrings.Length - 1; i++) { VectorLine line = null; GameObject vectorLineObj = null; List <Vector3> splinePointList = null; string[] currMeshIndices = meshIndexStrings[i].Split(' '); splinePointList = new List <Vector3>(); for (int j = 0; j < currMeshIndices.Length; j++) { int index = int.Parse(currMeshIndices[j]) - 1; splinePointList.Add(vectorList[index]); } line = new VectorLine("Spline", splinePointList, 10.0f, LineType.Continuous, Joins.Fill); line.Draw3DAuto(); line.SetColor(Color.red); vectorLineObj = GameObject.Find("Spline"); vectorLineObj.name = "Complete Spline"; domain.GetComponent <InitLines>().addDeformedLine(line, splinePointList); } }
// Use this for initialization void Start() { frameCount = 10; //vertices for bounding box lines var vertices = new Vector3[8]; var thisMatrix = box.transform.localToWorldMatrix; var storedRotation = box.transform.rotation; box.transform.rotation = Quaternion.identity; vertices[0] = col.center + new Vector3(col.size.x, col.size.y, col.size.z) * 0.5f; vertices[1] = col.center + new Vector3(-col.size.x, col.size.y, col.size.z) * 0.5f; vertices[2] = col.center + new Vector3(col.size.x, col.size.y, -col.size.z) * 0.5f; vertices[3] = col.center + new Vector3(-col.size.x, col.size.y, -col.size.z) * 0.5f; vertices[4] = col.center + new Vector3(col.size.x, -col.size.y, col.size.z) * 0.5f; vertices[5] = col.center + new Vector3(-col.size.x, -col.size.y, col.size.z) * 0.5f; vertices[6] = col.center + new Vector3(col.size.x, -col.size.y, -col.size.z) * 0.5f; vertices[7] = col.center + new Vector3(-col.size.x, -col.size.y, -col.size.z) * 0.5f; box.transform.rotation = storedRotation; var boxPoints = new List <Vector3> { vertices[5], vertices[4], vertices[1], vertices[5], vertices[4], vertices[0], vertices[0], vertices[1], vertices[3], vertices[1], vertices[0], vertices[2], vertices[2], vertices[3], vertices[7], vertices[3], vertices[2], vertices[6], vertices[6], vertices[7], vertices[5], vertices[7], vertices[6], vertices[4] }; line = new VectorLine("BoundingBoxLines", boxPoints, 5.0f); line.color = color; //line.joins = Joins.Weld; line.drawTransform = box.transform; line.Draw3DAuto(); //line.active = false; boxMgr = GameObject.FindObjectOfType <BoundingBoxPoolManager>(); //this is super slow //VectorManager.ObjectSetup (box, line, Visibility.Dynamic, Brightness.None); }
private VectorLine RenderPoints() { VectorLine templine = null; // draws the line using Vectrosity library if (renderedPoints.Length > 1) { templine = new VectorLine("Line", renderedPoints, basicLineMaterial, 2.0f, LineType.Continuous); templine.Draw3DAuto(); } return templine; }
public IEnumerator Get(string url) { using (UnityWebRequest www = UnityWebRequest.Get(url)) { yield return(www.SendWebRequest()); if (www.isNetworkError) { Debug.Log(www.error); } else { if (www.isDone) { result = @System.Text.Encoding.UTF8.GetString(www.downloadHandler.data); globe = GameObject.Find("/earth/Icosphere"); var N = JSON.Parse(result); // assign the length of all the to-from Array into an integer (118, on 03/09 evening) length = Int32.Parse(N["length"].Value); System.Random random = new System.Random(); x = random.Next(0, length); y = random.Next(0, length); z = random.Next(0, length); // Debug.Log($"plane number {x}"); for (int i = 0; i < length; i++) { //bool hasCCto = countryCodes.Contains(N["data"]); //bool hasCCfrom = countryCodes.Contains(N["data"][i]["from"]["country"]["cc"]); //if (hasCCto && hasCCfrom) { Airplane instance = Instantiate(prefabs[0]); Transform p = instance.transform; p.parent = globe.transform; //p.localPosition = new Vector3(-2.999408f, -2.960107f - i, -.1357397f); instance.ccTo = N["data"][i]["to"]["country"]["cc"]; instance.ccFrom = N["data"][i]["from"]["country"]["cc"]; instance.countryName = N["data"][i]["to"]["country"]["name"]; instance.flag = N["data"][i]["to"]["country"]["flag"]; instance.language = N["data"][i]["to"]["country"]["languages"][0]["name"]; instance.greeting = N["data"][i]["to"]["country"]["greeting"]; instance.animal = N["data"][i]["to"]["country"]["animal"]; WatsonTextToSpeech.greeting = N["data"][i]["to"]["country"]["greeting"]; // instance.greeting = Encoding.UTF8.GetString(Encoding.Convert(Encoding.Unicode, Encoding.UTF8, Encoding.Unicode.GetBytes($"{greet}"))); departure = GameObject.FindGameObjectWithTag($"{instance.ccFrom}"); arrival = GameObject.FindGameObjectWithTag($"{instance.ccTo}"); if (departure != null && arrival != null) { Vector3 midpoint = (departure.transform.position + arrival.transform.position) * 0.5f; float dist = Vector3.Distance(departure.transform.position, arrival.transform.position); p.position = Vector3.MoveTowards(midpoint, globe.transform.position, dist * -0.4f); p.LookAt(Vector3.MoveTowards(arrival.transform.position, globe.transform.position, -2f)); //p.localRotation = Quaternion.Euler(208.305f, -2.268005f, -48.89499f); //p.localScale = new Vector3(0.3f, 0.3f, 0.3f); //change plane texture to flag texture of destination country instance.GetComponent <MeshRenderer>().material.mainTexture = Resources.Load(instance.ccTo) as Texture2D; var splinePoints = new List <Vector3>(); splinePoints.Add(departure.transform.localPosition); splinePoints.Add(p.localPosition); splinePoints.Add(arrival.transform.localPosition); spline = new VectorLine("Spline", new List <Vector3>(segments + 1), 3.0f, LineType.Continuous); //LineType.Discrete //spline.SetColor(new Color(204, 0, 82)); spline.MakeSpline(splinePoints.ToArray(), segments, loop); //spline.MakeSpline(splinePoints.ToArray()); //spline.textureScale = 1.0f; spline.drawTransform = globe.transform; airplanes.Add(instance); //Material lineMat = Resources.Load("ArcLine", typeof(Material)) as Material; //spline.material = lineMat; spline.Draw3DAuto(); //} } } load.SetActive(false); UI.SetActive(true); hunt = GameObject.Find("/UIComponents/ScavengerHunt/huntImg"); // hunt.GetComponent<ScavengerHunt>().language = N["data"][x]["to"]["country"]["languages"][0]["name"]; hunt.GetComponent <ScavengerHunt>().countryname1 = N["data"][y]["to"]["country"]["name"]; hunt.GetComponent <ScavengerHunt>().animal = N["data"][y]["to"]["country"]["animal"]; answerOne.countryCode = N["data"][y]["to"]["country"]["cc"]; hunt.GetComponent <ScavengerHunt>().countryname3 = N["data"][z]["to"]["country"]["name"]; hunt.GetComponent <ScavengerHunt>().flag = N["data"][z]["to"]["country"]["cc"]; ScavengerHunt.CC = N["data"][z]["to"]["country"]["cc"]; answerThree.countryCode = N["data"][z]["to"]["country"]["cc"]; while (N["data"][x]["to"]["country"]["languages"][0]["name"].Value == "English" || N["data"][x]["to"]["country"]["languages"][0]["name"].Value == "Spanish") { x = random.Next(0, length); } hunt.GetComponent <ScavengerHunt>().language = N["data"][x]["to"]["country"]["languages"][0]["name"]; hunt.GetComponent <ScavengerHunt>().countryname2 = N["data"][x]["to"]["country"]["name"]; answerTwo.countryCode = N["data"][x]["to"]["country"]["cc"]; } else { Debug.Log("Error: Could not get data"); } } } }
private void normalUpdate() { preview.SetActive(false); getClosestPoint(); isColliding = false; //check if our preview is colliding with a placed sphere foreach (Transform transform in ((Networking)Networking.GetComponent(typeof(Networking))).allTransformList) { if (transform.CompareTag("Intermediate")) { if (transform.position == closestPoint && transform.GetComponent <IntermediateInfo>().GetConnections().Count >= 1) { isColliding = true; currCollidingObj = transform.gameObject; preview.transform.position = transform.position; preview.SetActive(true); transform.GetComponent <IntermediateInfo>().HighlightPoint(true); } else { transform.GetComponent <IntermediateInfo>().HighlightPoint(false); } } } if (OVRInput.GetDown(OVRInput.Button.One)) //Places the initial sphere { if (isColliding) { originSphere = currCollidingObj; originSet = true; dottedLine = new VectorLine("NewFreedomLine", new List <Vector3>(), dottedTexture, 8.0f); dottedLine.points3.Add(originSphere.transform.position); dottedLine.points3.Add(originSphere.transform.position); dottedLine.textureScale = 1.00f; dottedLine.Draw3DAuto(); freedomLineObj = GameObject.Find("NewFreedomLine"); failLine = new VectorLine("failLine", new List <Vector3>(), 8.0f); failLine.points3.Add(originSphere.transform.position); failLine.points3.Add(originSphere.transform.position); failLine.Draw3DAuto(); failLine.SetColor(Color.red); failLineObj = GameObject.Find("failLine"); } } if (OVRInput.Get(OVRInput.Button.One) && originSet) { origin = originSphere.transform.position; dest = transform.position; originSphere.GetComponent <IntermediateInfo>().HighlightPoint(true); if (origin != Vector3.zero && dest != Vector3.zero) { dottedLine.points3[0] = dest; dottedLine.points3[1] = origin; failLine.points3[1] = origin; failLine.points3[0] = dest; } if (!InTruncation(originSphere, gameObject)) { freedomLineObj.SetActive(false); failLineObj.SetActive(true); } else { freedomLineObj.SetActive(true); failLineObj.SetActive(false); } } if (OVRInput.GetUp(OVRInput.Button.One) && originSet) { originSet = false; if (originSphere.GetComponent <IntermediateInfo>().GetFreedomLine() != null || !InTruncation(originSphere, gameObject)) { VectorLine.Destroy(ref dottedLine); VectorLine.Destroy(ref failLine); return; } GameObject finalLineObj = GameObject.Find("NewFreedomLine"); finalLineObj.transform.parent = originSphere.transform; finalLineObj.name = "FreedomLine"; originSphere.GetComponent <IntermediateInfo>().SetFreedomLine(dottedLine, finalLineObj); originSphere.GetComponent <IntermediateInfo>().HighlightPoint(false); SwitchToConstraintMode(originSphere, gameObject); } }
// Update is called once per frame void Update() { getClosestPoint(); preview.transform.position = closestPoint; preview.transform.localScale = gameObject.transform.lossyScale; isColliding = false; preview.SetActive(true); //check if our preview is colliding with a placed sphere foreach (Transform transform in ((Networking)Networking.GetComponent(typeof(Networking))).allTransformList) { //print(dist); if (transform.position == closestPoint) { isColliding = true; currCollidingObj = transform.gameObject; Color color = ((Renderer)transform.gameObject.GetComponent <Renderer>()).material.color; color.a = 1; ((Renderer)transform.gameObject.GetComponent <Renderer>()).material.color = color; } else { Color color = ((Renderer)transform.gameObject.GetComponent <Renderer>()).material.color; color.a = 0.353F; ((Renderer)transform.gameObject.GetComponent <Renderer>()).material.color = color; } } if (OVRInput.GetDown(OVRInput.Button.One)) //Places the initial sphere { forceCanvas.SetActive(true); if (isColliding && (currCollidingObj.CompareTag("Input") || currCollidingObj.CompareTag("Output"))) { originSphere = currCollidingObj; createdOrigin = false; } else if (!isColliding) { originSphere = createPoint(); createdOrigin = true; } else { return; } originSet = true; currLine = new VectorLine("NewForceLine", new List <Vector3>(), 30.0f); currLine.endCap = "Arrow"; currLine.Draw3DAuto(); currLine.points3.Add(originSphere.transform.position); currLine.points3.Add(originSphere.transform.position); currLine.SetColor(Color.blue); } if (OVRInput.Get(OVRInput.Button.One) && originSet) { origin = originSphere.transform.position; dest = closestPoint; if (origin != Vector3.zero && dest != Vector3.zero) { currLine.points3[0] = dest; currLine.points3[1] = origin; Vector3 dest_local = domain.transform.InverseTransformPoint(dest); Vector3 origin_local = domain.transform.InverseTransformPoint(origin); forceVectorLH = dest_local - origin_local; if (forceVectorLH.magnitude > 1) { forceVectorLH.Normalize(); } forceVectorRH = new Vector3(forceVectorLH.x, forceVectorLH.y, -forceVectorLH.z); forceText.text = forceVectorRH.x.ToString("F4") + "\n" + forceVectorRH.y.ToString("F4") + "\n" + forceVectorRH.z.ToString("F4") + "\n" + forceVectorRH.magnitude.ToString("F4") + "\n"; } } if (OVRInput.GetUp(OVRInput.Button.One) && originSet) { forceCanvas.SetActive(false); originSet = false; GameObject destSphere; GameObject InputOutputPoint; GameObject forcePoint; if (createdOrigin && (!isColliding || (isColliding && !(currCollidingObj.CompareTag("Input") || currCollidingObj.CompareTag("Output"))))) { VectorLine.Destroy(ref currLine); ((Networking)Networking.GetComponent(typeof(Networking))).forceTransformList.Remove(originSphere.transform); Destroy(originSphere); createdOrigin = false; return; } else if (!createdOrigin && isColliding) { VectorLine.Destroy(ref currLine); createdOrigin = false; return; } else if (isColliding && createdOrigin) { destSphere = currCollidingObj; InputOutputPoint = currCollidingObj; forcePoint = originSphere; } else { destSphere = createPoint(); InputOutputPoint = originSphere; forcePoint = destSphere; } if (InputOutputPoint.GetComponent <InputOutputInfo>().GetForcePoint() != null) //we already have a forcepoint { VectorLine.Destroy(ref currLine); Networking.GetComponent <Networking>().forceTransformList.Remove(forcePoint.transform); Destroy(forcePoint); createdOrigin = false; return; } GameObject vectorLineObj = GameObject.Find("NewForceLine"); //vectorLineObj.transform.parent = forcePoint.transform; vectorLineObj.name = "ForceLine"; //add to our force vector domain.GetComponent <InitLines>().forceVectorList.Add(forceVectorLH); //ForcePointInfo forcePoint.GetComponent <ForcePointInfo>().Setup(InputOutputPoint, currLine, createdOrigin); //InputOutputInfo Vector3 scale = new Vector3(10, 10, 10); GameObject hemisphere = Hemisphere.CreateHemisphere(hemisphereMaterial, InputOutputPoint.transform.position, forcePoint.transform.position, !createdOrigin, scale); InputOutputPoint.GetComponent <InputOutputInfo>().Setup(InputOutputPoint, forcePoint, hemisphere, forceVectorRH, createdOrigin); hemisphere.transform.parent = forcePoint.transform; hemisphere.transform.localScale = scale; createdOrigin = false; } }
public static VectorLine SetRay3D(Color color, float time, Vector3 origin, Vector3 direction) { var line = new VectorLine("SetRay3D", new Vector3[] {origin, new Ray(origin, direction).GetPoint(direction.magnitude)}, color, null, 1.0f, LineType.Continuous, Joins.None); line.Draw3DAuto (time); return line; }
public static VectorLine SetLine3D(Color color, float time, params Vector3[] points) { if (points.Length < 2) { LogError("VectorLine.SetLine3D needs at least two points"); return null; } var line = new VectorLine("SetLine3D", points, color, null, 1.0f, LineType.Continuous, Joins.None); line.Draw3DAuto (time); return line; }
public static void ShowChessBoard() { float dakuangTemp = 0.5f; VectorLine dakuangPathLine = new VectorLine("DaKuang", new List <Vector3>(), 6.0f); dakuangPathLine.color = Color.black; dakuangPathLine.textureScale = 1f; dakuangPathLine.points3.Add(new Vector3(0 - dakuangTemp, 1f, 0 - dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 8 + dakuangTemp, 1f, 0 - dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 8 + dakuangTemp, 1f, 0 - dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 8 + dakuangTemp, 1f, ChessEntity.ChessInterval * 9 + dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 8 + dakuangTemp, 1f, ChessEntity.ChessInterval * 9 + dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(0 - dakuangTemp, 1f, ChessEntity.ChessInterval * 9 + dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(0 - dakuangTemp, 1f, ChessEntity.ChessInterval * 9 + dakuangTemp)); dakuangPathLine.points3.Add(new Vector3(0 - dakuangTemp, 1f, 0 - dakuangTemp)); dakuangPathLine.Draw3DAuto(); LayerManager.SetLayer(dakuangPathLine.rectTransform.gameObject, LayerManager.DefaultLayer); VectorLine xiaokuangPathLine = new VectorLine("XiaoKuang", new List <Vector3>(), 3.0f); xiaokuangPathLine.color = Color.black; xiaokuangPathLine.textureScale = 1f; // 竖 for (int idx = 0; idx <= 8; idx++) { if (idx == 0 || idx == 8) { xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, 0)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, ChessEntity.ChessInterval * 9)); } else { xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, 0)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, ChessEntity.ChessInterval * 4)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, ChessEntity.ChessInterval * 5)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * idx, 1f, ChessEntity.ChessInterval * 9)); } } // 横 for (int idx = 0; idx <= 9; idx++) { xiaokuangPathLine.points3.Add(new Vector3(0, 1f, ChessEntity.ChessInterval * idx)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 8, 1f, ChessEntity.ChessInterval * idx)); } // 士 xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 3, 1f, ChessEntity.ChessInterval * 2)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 5, 1f, 0)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 3, 1f, 0)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 5, 1f, ChessEntity.ChessInterval * 2)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 3, 1f, ChessEntity.ChessInterval * 9)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 5, 1f, ChessEntity.ChessInterval * 7)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 3, 1f, ChessEntity.ChessInterval * 7)); xiaokuangPathLine.points3.Add(new Vector3(ChessEntity.ChessInterval * 5, 1f, ChessEntity.ChessInterval * 9)); // DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 1, 1f, ChessEntity.ChessInterval * 2)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 7, 1f, ChessEntity.ChessInterval * 2)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 0, 1f, ChessEntity.ChessInterval * 3)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 2, 1f, ChessEntity.ChessInterval * 3)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 4, 1f, ChessEntity.ChessInterval * 3)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 6, 1f, ChessEntity.ChessInterval * 3)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 8, 1f, ChessEntity.ChessInterval * 3)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 1, 1f, ChessEntity.ChessInterval * 7)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 7, 1f, ChessEntity.ChessInterval * 7)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 0, 1f, ChessEntity.ChessInterval * 6)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 2, 1f, ChessEntity.ChessInterval * 6)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 4, 1f, ChessEntity.ChessInterval * 6)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 6, 1f, ChessEntity.ChessInterval * 6)); DrawXiHuaPoint(xiaokuangPathLine, new Vector3(ChessEntity.ChessInterval * 8, 1f, ChessEntity.ChessInterval * 6)); xiaokuangPathLine.Draw3DAuto(); LayerManager.SetLayer(xiaokuangPathLine.rectTransform.gameObject, LayerManager.DefaultLayer); }