示例#1
0
 private void Cleanup() {
     if (_velocityRay != null) {
         _velocityRay.Dispose();
         _velocityRay = null;
     }
     if (_circles != null) {
         _circles.Dispose();
         _circles = null;
     }
 }
示例#2
0
    //private void ShowMesh(bool toShow) {
    //    if (toShow) {
    //        _renderer.material.SetColor(UnityConstants.MaterialColor_Main, _originalMeshColor_Main);
    //        _renderer.material.SetColor(UnityConstants.MaterialColor_Specular, _originalMeshColor_Specular);
    //        // TODO audio on goes here
    //    }
    //    else {
    //        _renderer.material.SetColor(UnityConstants.MaterialColor_Main, _hiddenMeshColor);
    //        _renderer.material.SetColor(UnityConstants.MaterialColor_Specular, _hiddenMeshColor);
    //        // TODO audio off goes here
    //    }
    //    //ShowVelocityRay(toShow);
    //}

    /// <summary>
    /// Shows a Ray indicating the course and speed of the ship.
    /// </summary>
    private void ShowVelocityRay(bool toShow) {
        if (DebugSettings.Instance.EnableShipVelocityRays) {
            if (!toShow && _velocityRay == null) {
                return;
            }
            if (_velocityRay == null) {
                Reference<float> shipSpeed = Presenter.GetShipSpeed();
                _velocityRay = new VelocityRay("ShipVelocity", _transform, shipSpeed, parent: DynamicObjects.Folder,
                    width: 1F, color: GameColor.Gray);
            }
            _velocityRay.Show(toShow);
        }
    }
示例#3
0
 private void EnableDebugShowVelocityRay(bool toEnable) {
     if (toEnable) {
         D.AssertNull(__velocityRay);
         Reference<float> shipSpeed = new Reference<float>(() => ActualSpeedValue);
         string name = __velocityRayNameFormat.Inject(DebugName);
         __velocityRay = new VelocityRay(name, transform, shipSpeed);
         AssessDebugShowVelocityRay();
     }
     else {
         D.AssertNotNull(__velocityRay);
         __velocityRay.Dispose();
         __velocityRay = null;
     }
 }
示例#4
0
 /// <summary>
 /// Shows a Vectrosity Ray indicating the course and speed of the ship.
 /// </summary>
 private void ShowVelocityRay(bool toShow) {
     if (DebugSettings.Instance.EnableShipVelocityRays) {
         if (!toShow && _velocityRay == null) {
             return;
         }
         if (_velocityRay == null) {
             var speedReference = new Reference<float>(() => _shipCaptain.Data.CurrentSpeed);
             _velocityRay = new VelocityRay("ShipVelocityRay", _shipCaptain.transform, speedReference, parent: DynamicObjectsFolder.Folder,
                 width: 1F, color: GameColor.Gray);
         }
         if (toShow) {
             if (!_velocityRay.IsShowing) {
                 StartCoroutine(_velocityRay.Show());
             }
         }
         else if (_velocityRay.IsShowing) {
             _velocityRay.Hide();
         }
     }
 }
示例#5
0
 protected override void Cleanup() {
     base.Cleanup();
     if (_velocityRay != null) {
         _velocityRay.Dispose();
         _velocityRay = null;
     }
     if (_trackingLabel != null) {
         Destroy(_trackingLabel.gameObject);
         _trackingLabel = null;
     }
 }
示例#6
0
 private void ShowVelocityRay(bool toShow) {
     if (DebugSettings.Instance.EnableFleetVelocityRays) {
         if (!toShow && _velocityRay == null) {
             return;
         }
         if (_velocityRay == null) {
             Reference<float> fleetSpeed = Presenter.GetFleetSpeedReference();
             _velocityRay = new VelocityRay("FleetVelocityRay", _transform, fleetSpeed, parent: _dynamicObjects.Folder,
                 width: 2F, color: GameColor.Green);
         }
         _velocityRay.Show(toShow);
     }
 }
示例#7
0
 private void Cleanup() {
     if (_velocityRay != null) {
         _velocityRay.Dispose();
         _velocityRay = null;
     }
     if (_circles != null) {
         _circles.Dispose();
         _circles = null;
     }
     if (_trackingLabel != null) {
         Destroy(_trackingLabel.gameObject);
         _trackingLabel = null;
     }
 }
示例#8
0
 protected override void Cleanup() {
     base.Cleanup();
     if (_velocityRay != null) {
         _velocityRay.Dispose();
         _velocityRay = null;
     }
     UnityUtility.DestroyIfNotNullOrAlreadyDestroyed(_trackingLabel, Destroy);
 }
示例#9
0
 private void EnableDebugShowVelocityRay(bool toEnable) {
     if (toEnable) {
         if (__velocityRay == null) {
             Reference<float> fleetSpeed = new Reference<float>(() => Data.ActualSpeedValue);
             string name = __velocityRayNameFormat.Inject(DebugName);
             Transform lineParent = DynamicObjectsFolder.Instance.Folder;
             __velocityRay = new VelocityRay(name, transform, fleetSpeed, lineParent, width: 2F, color: GameColor.Green);
         }
         AssessDebugShowVelocityRay();
     }
     else {
         D.AssertNotNull(__velocityRay);
         __velocityRay.Dispose();
         __velocityRay = null;
     }
 }