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static void AddHeatMap () { GameObject go = new GameObject("GA_HeatMap"); go.AddComponent<GA_HeatMapRenderer>(); go.AddComponent<GA_HeatMapDataFilter>(); Selection.activeObject = go; }
void AddClusterScripts(GameObject iObject, bool iChildren) { //MiddleVRTools.Log("AddCluster to " + iObject); //print("AddCluster to " + iObject); { if (iObject.GetComponent<VRShareTransform>() == null) { VRShareTransform script = iObject.AddComponent<VRShareTransform>() as VRShareTransform; script.Start(); } if (iObject.GetComponent<VRApplySharedTransform>() == null) { VRApplySharedTransform script = iObject.AddComponent<VRApplySharedTransform>() as VRApplySharedTransform; script.Start(); } } if( iChildren == true ) { foreach (Transform child in iObject.transform) { GameObject childObject = child.gameObject; //print("Child : " + childObject); AddClusterScripts(childObject, true); } } }
/// <summary> /// Creates a blocker that covers the entire screen. /// </summary> /// <param name="onClosed">The callback which is called whenever the blocker is clicked and closed</param> /// <param name="sortingOrder">The SortingOrder for the blocker canvas, this value should be higher then any canvas that shouldn't receive input and lower then any canvas that should receive input</param> /// <param name="sortingLayerID">The layerID for the blocker canvas</param> public static void CreateBlocker(UnityAction onClosed, int sortingOrder, int sortingLayerID) { GameObject go = new GameObject("BlockerCanvas"); Canvas canvas = go.AddComponent<Canvas>(); go.AddComponent<GraphicRaycaster>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; canvas.sortingLayerID = sortingLayerID; canvas.sortingOrder = sortingOrder; GameObject blocker = new GameObject("Blocker"); RectTransform transform = blocker.AddComponent<RectTransform>(); transform.SetParent(go.transform, false); transform.anchorMin = Vector3.zero; transform.anchorMax = Vector3.one; transform.offsetMin = transform.offsetMax = Vector2.zero; Image image = blocker.AddComponent<Image>(); image.color = Color.clear; Button button = blocker.AddComponent<Button>(); button.onClick.AddListener(() => { UnityEngine.Object.Destroy(go); onClosed(); }); }
void Start() { lCamera = new GameObject( "lCamera" ); lCamera.AddComponent<Camera>(); lCamera.AddComponent<GUILayer>(); lCamera.AddComponent("FlareLayer"); lCamera.camera.CopyFrom(Camera.main); rCamera = (GameObject) Instantiate(lCamera, transform.position, transform.rotation); rCamera.name = "rCamera"; lCamera.transform.parent = Camera.main.transform; rCamera.transform.parent = Camera.main.transform; parallax = new GameObject( "parallax" ); parallax.transform.parent = Camera.main.transform; parallax.transform.localPosition = Vector3.zero; Vector3 parallaxPosition = parallax.transform.localPosition; parallaxPosition.z = parallaxDistance; parallax.transform.localPosition = parallaxPosition; camera.enabled = false; lCamera.camera.rect = new Rect(0, 0, 0.5f, 1); rCamera.camera.rect = new Rect(0.5f, 0, 0.5f, 1); lCamera.transform.localPosition = Vector3.zero; rCamera.transform.localPosition = Vector3.zero; Vector3 cameraPosition = lCamera.transform.localPosition; cameraPosition.x = -eyeDistance; lCamera.transform.localPosition = cameraPosition; cameraPosition.x = eyeDistance; rCamera.transform.localPosition = cameraPosition; }
public static void CreateNewUI() { GameObject mainCamera = GameObject.Find("Main Camera"); if (mainCamera != null) GameObject.DestroyImmediate(mainCamera); GameObject uiObj = new GameObject("UI"); uiObj.layer = (int)UnityLayerDef.UI; var canvas = uiObj.AddComponent<Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; uiObj.AddComponent<CanvasScaler>(); uiObj.AddComponent<GraphicRaycaster>(); var evtSystemObj = new GameObject("EventSystem"); evtSystemObj.AddComponent<EventSystem>(); evtSystemObj.AddComponent<StandaloneInputModule>(); evtSystemObj.AddComponent<TouchInputModule>(); GameObject cameraObj = new GameObject("Camera"); cameraObj.layer = (int)UnityLayerDef.UI; Camera camera = cameraObj.AddComponent<Camera>(); camera.clearFlags = CameraClearFlags.Skybox; camera.depth = 0; camera.backgroundColor = Color.grey; camera.cullingMask = 1 << (int)UnityLayerDef.UI; camera.orthographicSize = 1f; camera.orthographic = true; camera.nearClipPlane = -2f; camera.farClipPlane = 2f; camera.gameObject.AddComponent<AudioListener>(); Selection.activeGameObject = uiObj; }
void Awake() { // create empty(transform only) game object in scene with default position (0,0,0) GameObject myObj = new GameObject(); myObj.transform.position = new Vector3(0, 3, 0); // add sprite renderer component myObj.AddComponent<SpriteRenderer>(); // create texture from resource file myTexture = Resources.Load<Texture2D>("ProceduralSprite/100_px") as Texture2D; // A) store sprite > store component > assign spite to component property mySprite = Sprite.Create(myTexture, new Rect(25,25,75,75), new Vector2(0f, 0f)); SpriteRenderer myObjComponent = myObj.GetComponent<SpriteRenderer>(); myObjComponent.sprite = mySprite; // B) direct assign // myObj.GetComponent<SpriteRenderer>().sprite = Sprite.Create(myTexture, new Rect(0, 0, myTexture.width, myTexture.height), new Vector2(0.5f, 0f)); // 1)---- // load previously created animator controller as runtimeAnimationConroller myRTimeAnimator = Resources.Load<RuntimeAnimatorController>("ProceduralSprite/Cube") as RuntimeAnimatorController; // add animator component to GO and assign animator controller myObj.AddComponent<Animator>(); myObj.GetComponent<Animator>().runtimeAnimatorController = myRTimeAnimator; // 2)---- // alternative way (direct assing) // myObj.AddComponent<Animator>(); // myObj.GetComponent<Animator>().runtimeAnimatorController = Resources.Load<RuntimeAnimatorController>("ProceduralSprite/Cube") as RuntimeAnimatorController; }
public static Far Create (VoxelTerrain land) { GameObject obj = new GameObject("Far"); obj.transform.parent = land.transform; obj.transform.localPosition = Vector3.zero; Far far = obj.AddComponent<Far>(); far.land = land; obj.AddComponent<MeshRenderer>(); far.filter = obj.AddComponent<MeshFilter>(); //far.filter.sharedMesh = new Mesh(); far.GetComponent<Renderer>().sharedMaterial = land.terrainMaterial; // if (land.hideChunks) far.transform.hideFlags = HideFlags.HideInHierarchy; //hiding wireframe #if UNITY_EDITOR UnityEditor.EditorUtility.SetSelectedWireframeHidden(obj.GetComponent<Renderer>(), land.hideWire); //copy static flag UnityEditor.StaticEditorFlags flags = UnityEditor.GameObjectUtility.GetStaticEditorFlags(land.gameObject); UnityEditor.GameObjectUtility.SetStaticEditorFlags(obj, flags); #endif return far; }
void CreateCanvas() { if( !_didCreateUiStuff ) { _didCreateUiStuff = true; //Create the UI canvas game object canvasRoot = new GameObject( "Canvas" ); var canvas = canvasRoot.AddComponent<Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceOverlay; var cs = canvasRoot.AddComponent<CanvasScaler>(); cs.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize; cs.screenMatchMode = CanvasScaler.ScreenMatchMode.MatchWidthOrHeight; cs.referenceResolution = new Vector2(800,600); //create our ui prefab uiPrefab = new GameObject( "UItext" ); uiPrefab.transform.position = new Vector3( 1000, 10000 ); var txt = uiPrefab.AddComponent<Text>(); txt.font = Resources.GetBuiltinResource( typeof( Font ), "Arial.ttf" ) as Font; txt.text = "Some text"; txt.horizontalOverflow = HorizontalWrapMode.Overflow; txt.color = Color.white; txt.resizeTextForBestFit = true; // Make a recycle bin for it var recycleBin = new TrashManRecycleBin() { prefab = uiPrefab }; TrashMan.manageRecycleBin( recycleBin ); } }
public GUITextObj GetGUIText(int LayerNum) { int Count = 0; GUITextObj TmpTextObj; GameObject tmpGameObj; //Search guitext buffer for available object for (Count=0;Count<pTextBuffer.Count;Count++) { TmpTextObj = (GUITextObj) pTextBuffer[Count]; if (TmpTextObj.GUIActive == false) { //Flag the object as used TmpTextObj.GUIActive = true; //Set the objects layer TmpTextObj.GameObj.layer = LayerNum; //Return object return TmpTextObj; } } //No available object, so allocate more int BuffIdx = 0; int BuffSize = pTextBuffer.Count; for (Count=0;Count<AllocBlockSize;Count++) { //Create new guitext object tmpGameObj = new GameObject(); BuffIdx = BuffSize + Count; tmpGameObj.name = "GUIText" + BuffIdx.ToString(); tmpGameObj.AddComponent("GUIText"); tmpGameObj.AddComponent("Animator"); tmpGameObj.AddComponent("GUITextObj"); //Set a child of guitextmgr tmpGameObj.transform.parent = gameObject.transform; //Add to buffer TmpTextObj = (GUITextObj) tmpGameObj.GetComponent(typeof(GUITextObj)); TmpTextObj.GUIActive = false; pTextBuffer.Add(TmpTextObj); } //Search guitext buffer for available object for (Count=0;Count<pTextBuffer.Count;Count++) { TmpTextObj = (GUITextObj) pTextBuffer[Count]; if (TmpTextObj.GUIActive == false) { //Flag the object as used TmpTextObj.GUIActive = true; //Set the objects layer TmpTextObj.GameObj.layer = LayerNum; //Return object return TmpTextObj; } } return null; }
// Update is called once per frame void Update() { if (leftController == -1) { leftController = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Leftmost); if (leftController != -1 && leftController != 0) { Debug.Log("Left controller is: " + leftController); leftControllerObject = GameObject.Find("Device" + leftController.ToString()); leftControllerObject.AddComponent<BoxCollider>(); leftControllerObject.AddComponent<controllerIndexKeeper>().controllerIndex = leftController; leftControllerObject.tag = "controller"; } } if (rightController == -1) { rightController = SteamVR_Controller.GetDeviceIndex(SteamVR_Controller.DeviceRelation.Rightmost); if (rightController != -1 && rightController != 0) { Debug.Log("Right controller is: " + rightController); rightControllerObject = GameObject.Find("Device" + rightController.ToString()); rightControllerObject.AddComponent<BoxCollider>(); rightControllerObject.AddComponent<controllerIndexKeeper>().controllerIndex = rightController; rightControllerObject.tag = "controller"; } } }
public static void UseExistingOrCreateNewMainCamera() { GameObject tempCamera; GameObject targetLookAt; TP_Camera myCamera; if (Camera.mainCamera != null) { tempCamera = Camera.mainCamera.gameObject; } else { tempCamera = new GameObject("Main Camera"); tempCamera.AddComponent("Camera"); tempCamera.tag = "MainCamera"; tempCamera.AddComponent("TP_Camera"); } myCamera = tempCamera.GetComponent("TP_Camera") as TP_Camera; targetLookAt = GameObject.Find("targetLookAt") as GameObject; if (targetLookAt == null) { targetLookAt = new GameObject("targetLookAt"); targetLookAt.transform.position = Vector3.zero; } myCamera.TargetLookAt = targetLookAt.transform; }
GameObject CreateChild (int x, int z) { GameObject lvObject = new GameObject (); lvObject.name = "Grid Cell"; lvObject.transform.parent = transform; lvObject.transform.localPosition = new Vector3 ((float)x, 0.0f, (float)z); lvObject.AddComponent<MeshRenderer> (); lvObject.GetComponent<MeshRenderer> ().material = cellMaterialValid; CellStatus cellStatus = lvObject.AddComponent<CellStatus> (); cellStatus.avaiable = true; cellStatus.CellId = GetGridId (x, z); Mesh lvMesh = CreateMesh (); lvMesh.vertices = new Vector3[] { MeshVertex (0, 0), MeshVertex (0, 1), MeshVertex (1, 0), MeshVertex (1, 1), }; lvObject.AddComponent<MeshFilter> ().mesh = lvMesh; lvObject.tag = "GridCell"; lvObject.AddComponent<MeshCollider> (); return lvObject; }
private CapsuleCollider AddHipCollider(GameObject hipObject) { Rigidbody rb = hipObject.AddComponent<Rigidbody>(); if (rb != null) { rb.mass = 1; rb.useGravity = false; rb.isKinematic = true; //rb.collisionDetectionMode = CollisionDetectionMode.Continuous; } CapsuleCollider collider = hipObject.AddComponent<CapsuleCollider>(); if (collider != null) { collider.isTrigger = true; if (proximitySpeed) { collider.height = 0.80f; collider.radius = 1f; } else { collider.height = 1.60f; collider.radius = 0.20f; } collider.center = new Vector3(-hipObject.transform.localPosition.x, 0.2f, -hipObject.transform.localPosition.z); } return collider; }
public static GameObject CreateDecal(Material mat, Rect uvCoords, float scale) { GameObject decal = new GameObject(); decal.name = "Decal" + decal.GetInstanceID(); decal.AddComponent<MeshFilter>().sharedMesh = DecalMesh("DecalMesh" + decal.GetInstanceID(), mat, uvCoords, scale); decal.AddComponent<MeshRenderer>().sharedMaterial = mat; #if UNITY_5 decal.GetComponent<MeshRenderer>().shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off; #else decal.GetComponent<MeshRenderer>().castShadows = false; #endif qd_Decal decalComponent = decal.AddComponent<qd_Decal>(); decalComponent.SetScale(scale); decalComponent.SetTexture( (Texture2D)mat.mainTexture ); decalComponent.SetUVRect(uvCoords); #if DEBUG decal.AddComponent<qd_DecalDebug>(); #endif return decal; }
public static void CreateSpriteGameObject() { GameObject n = new GameObject (); n.AddComponent<SpriteRenderer> (); n.AddComponent<SpriteAnimation> (); n.name = "New Animated Sprite"; }
void DrawBarrier() { for (int i = 0; i < points.Count; i++) { Vector3 p = points[i]; p -= new Vector3(0.5f, 0.5f, 0); p.x *= (float) Screen.width / Screen.height; p *= 15; points[i] = p; } GameObject container = new GameObject(); container.transform.parent = topSideTran; container.AddComponent<Mover>(); DrawDestruct dd = container.AddComponent<DrawDestruct>(); dd.cost = points.Count * energyCost; dd.drawClass = this; dd.bonusScore = 5; Destroy(container, selfDestructTime); for (int i = 0; i < points.Count - 1; i++) { GameObject obj = (GameObject) GameObject.Instantiate(linePrefab, points[i], Quaternion.identity); obj.transform.position = Vector3.Lerp(points[i], points[i+1], 0.5f); obj.tag = "Barrier"; obj.transform.LookAt(points[i+1]); Vector3 s = obj.transform.localScale; obj.transform.localScale = new Vector3(s.x, s.y, Vector3.Distance(points[i], points[i+1])); obj.transform.parent = container.transform; } }
private TriggerParent triggerParent; //this is a utility class, that lets us check if the player is close to the coins "bounds sphere trigger" #endregion Fields #region Methods //private GUIManager gui; //setup void Awake() { //gui = FindObjectOfType(typeof(GUIManager)) as GUIManager ; if(tag != "Pickup") { tag = "Pickup"; } bubbleBlowing = GameObject.FindGameObjectWithTag("Player").GetComponent<BubbleBlowing>(); GetComponent<Collider>().isTrigger = true; triggerParent = GetComponentInChildren<TriggerParent>(); //if no trigger bounds are attached to coin, set them up if(!triggerParent) { GameObject bounds = new GameObject(); bounds.name = "Bounds"; bounds.AddComponent<SphereCollider>(); bounds.GetComponent<SphereCollider>().radius = 3f; bounds.GetComponent<SphereCollider>().isTrigger = true; bounds.transform.parent = transform; bounds.transform.position = transform.position; bounds.AddComponent<TriggerParent>(); triggerParent = GetComponentInChildren<TriggerParent>(); triggerParent.tagsToCheck = new string[1]; triggerParent.tagsToCheck[0] = "Player"; } for(int i = 0; i < transform.childCount; i++) { this.transform.GetChild(i).gameObject.layer = LayerMask.NameToLayer("Items"); } }
// Use this for initialization void Start() { //general setup menu = GetComponentInParent<Menu>(); options = new List<MenuViewOptionBasic>(); GetComponentsInChildren<MenuViewOptionBasic>(options); toDraw = true; if(options == null) options = new List<MenuViewOptionBasic>(); //Setup view viewObject = new GameObject("MenuViewBasic"); viewObject.transform.SetParent(transform); canvas = viewObject.AddComponent<Canvas>(); canvas.renderMode = RenderMode.ScreenSpaceCamera; canvas.worldCamera = drawCamera; canvas.planeDistance = 1f; viewObject.AddComponent<CanvasScaler>(); viewObject.AddComponent<GraphicRaycaster>(); //Setup textbox textbox = new GameObject("TextBox"); textPosition = textbox.AddComponent<RectTransform>(); textPosition.SetParent(viewObject.transform); textPosition.localPosition = new Vector3(position.x,position.y, 0); textbox.AddComponent<CanvasRenderer>(); text = textbox.AddComponent<Text>(); text.font = textFont; text.alignment = TextAnchor.MiddleCenter; text.color = new Color(color.r, color.g, color.b); if(options.Count > 0) text.text = options[menu.CurOption].optionText; }
void create() { //creation de la fenetre GameObject newCanvas = new GameObject("Canvas"); Canvas ca = newCanvas.AddComponent<Canvas>(); ca.renderMode = RenderMode.ScreenSpaceOverlay; //ajout de ces composents newCanvas.AddComponent<CanvasScaler>(); newCanvas.AddComponent<GraphicRaycaster>(); //ajout du panel GameObject panel = new GameObject("Panel"); panel.AddComponent<CanvasRenderer>(); Image i = panel.AddComponent<Image>(); i.color = new Color(0, 0, 0, 0.4f); //le panel appartient a la fenetre panel.transform.SetParent(newCanvas.transform, false); // position et taille de la barre de spell panel.transform.position = new Vector3((Screen.width / 2), 1, 0); panel.GetComponent<RectTransform>().sizeDelta = new Vector2(Screen.width - (Screen.width / 7), Screen.height / 5); //ajout des cases de spell pour chaque capacité du joueur for (int ic = 0; ic < transform.GetComponents<capacity>().Length; ic++) { GameObject text = new GameObject(transform.GetComponents<capacity>()[ic].name); text.AddComponent<Text>().name = transform.GetComponents<capacity>()[ic].name; text.GetComponent<Text>().text = transform.GetComponents<capacity>()[ic].K.ToString(); text.GetComponent<Text>().font = (Font)Resources.GetBuiltinResource(typeof(Font), "Arial.ttf"); text.transform.SetParent(newCanvas.transform, false); text.transform.position = new Vector3(((Screen.width - (Screen.width / 7)) / transform.GetComponents<capacity>().Length) * ic + (Screen.width / 7), 1, 0); LC.Add(transform.GetComponents<capacity>()[ic]); transform.GetComponents<capacity>()[ic].T = text.GetComponent<Text>(); } }
public void Substract() { var stopWatch = new Stopwatch(); stopWatch.Start(); var csgA = new CSG.CSG(); csgA.Construct(A.GetComponent<MeshFilter>().sharedMesh, A.transform, 0); var csgB = new CSG.CSG(); csgB.Construct(B.GetComponent<MeshFilter>().sharedMesh, B.transform, 1); var substract = csgA.Substract(csgB); var newMesh = substract.ToMesh(); Result = new GameObject("Substract"); var defObj = Result.AddComponent<DefaultObject>(); var meshFilter = Result.AddComponent<MeshFilter>(); meshFilter.sharedMesh = newMesh; var renderer = Result.AddComponent<MeshRenderer>(); renderer.sharedMaterials = new Material[] { A.GetComponent<MeshRenderer>().sharedMaterial, B.GetComponent<MeshRenderer>().sharedMaterial }; if (DeleteOriginal) { Object.DestroyImmediate(A); Object.DestroyImmediate(B); } stopWatch.Stop(); defObj.GenerationTimeMS = stopWatch.ElapsedMilliseconds; }
void AddNewMoving(GameObject obj) { Destroy (obj.GetComponent<Moving> ()); obj.AddComponent<RotateObject> (); obj.AddComponent<JumpSlerpObject> (); }
void OnEnable() { GameObject go = new GameObject ("One Shot Audio"); go.AddComponent<TimedDestruction> ().seconds = clip.length; go.AddComponent<AudioSource> ().clip = clip; go.GetComponent<AudioSource> ().Play (); }
public IStack initialise(Vector3 centroid, Vector3 stackTwist, float scale, Color stackColour) { stack = new GameObject("Torus"); torus = stack.AddComponent<TorusPrimitive>(); torus.OuterRadius = scale; torus.InnerRadius = 0.2f * scale; //torus.Sides = 32; //torus.Segments = 32; torus.UpdatePrimitive (); stackRigidBody = stack.AddComponent<Rigidbody>(); stackRigidBody.useGravity = false; stackRigidBody.detectCollisions = false; stack.transform.position = centroid; currentRotationX = stackTwist.x; currentRotationY = stackTwist.y; currentRotationZ = stackTwist.z; stack.transform.Rotate (stackTwist); stack.transform.localScale = new Vector3(scale, scale, scale); stack.GetComponent<Renderer>().material.color = stackColour; return this; }
void BuildingSphereField() { for(int y=0; y<fieldHeight; y++) { for(int z=0; z<fieldDepth; z++) { shiftX = 0.0f; for(int x=0; x<fieldWidth; x++){ int randomNumber = Random.Range(1,3); float randomSize = Mathf.Round(Random.Range(0.3f,0.6f) * 100.0f) / 100.0f; shiftX += (randomSize + 0.2f); switch(randomNumber) { case 1: fieldPart = GameObject.CreatePrimitive (PrimitiveType.Sphere); fieldPart.GetComponent<SphereCollider>().material = Resources.Load("darkroom/BouncingBob") as PhysicMaterial; break; case 2: fieldPart = GameObject.CreatePrimitive (PrimitiveType.Cube); fieldPart.GetComponent<BoxCollider>().material = Resources.Load("darkroom/BouncingBob") as PhysicMaterial; break; } fieldPart.transform.localScale = new Vector3 (randomSize, randomSize, randomSize); fieldPart.GetComponent<MeshRenderer>().material = Resources.Load("darkroom/darkroom") as Material; fieldPart.AddComponent<BallBehavior>(); Rigidbody rb = fieldPart.AddComponent<Rigidbody> (); rb.useGravity = false; fieldPart.transform.parent = transform; fieldPart.transform.localPosition = new Vector3 (-shiftX, y*-0.7f, z*-0.7f); fieldPart.name = "lightBall"; fieldPart.layer = LayerMask.NameToLayer("Ignore Raycast"); } } } }
public void CreatePrefab() { if (prefabAtmosphere == null) { prefabAtmosphere = new GameObject ("RefractiveAtmosphere"); prefabAtmosphere.SetActive (false); var mf = prefabAtmosphere.AddComponent<MeshFilter> (); var mr = prefabAtmosphere.AddComponent<MeshRenderer> (); mr.castShadows = false; mr.receiveShadows = false; var material = new Material (Shaders.RefractiveAtmosphere); var _normals = new Texture2D (4, 4, TextureFormat.ARGB32, false); _normals.LoadImage (Textures.RefractiveAtmosphereNormals); material.SetTexture ("_BumpMap", _normals); material.SetTextureScale ("_BumpMap", new Vector2 (4f, 4f)); material.SetVector ("_BumpMapOffset", new Vector4 (0, 0, 1, 0)); mr.sharedMaterial = material; var sphere = GameObject.CreatePrimitive (PrimitiveType.Sphere); var sphereMesh = sphere.GetComponent<MeshFilter> ().mesh; DestroyImmediate (sphere); mf.sharedMesh = sphereMesh; var behaviour = prefabAtmosphere.AddComponent<RefractiveAtmosphere> (); prefabAtmosphere.transform.localScale = Vector3.one * 1250f; DontDestroyOnLoad (prefabAtmosphere); } }
void Awake() { var sky = GetComponent<Skybox>(); Material skymat = sky != null ? sky.material : RenderSettings.skybox; if (skymat == null) { enabled = false; return; } skybox = new GameObject(skymat.name + "SkyMesh"); skybox.transform.parent = transform; skybox.transform.localPosition = Vector3.zero; skybox.layer = layer; var filter = skybox.AddComponent<MeshFilter>(); filter.mesh = _CreateSkyboxMesh(); Material mat = new Material(Shader.Find("Cardboard/SkyboxMesh")); var render = skybox.AddComponent<MeshRenderer>(); render.sharedMaterials = new Material[] { new Material(mat) { mainTexture = skymat.GetTexture("_FrontTex") }, new Material(mat) { mainTexture = skymat.GetTexture("_LeftTex") }, new Material(mat) { mainTexture = skymat.GetTexture("_BackTex") }, new Material(mat) { mainTexture = skymat.GetTexture("_RightTex") }, new Material(mat) { mainTexture = skymat.GetTexture("_UpTex") }, new Material(mat) { mainTexture = skymat.GetTexture("_DownTex") } }; render.castShadows = false; render.receiveShadows = false; }
private void SpawnPlayer() { GameObject groundMesh = GameObject.Find("groundMesh"); if(groundMesh == null || player != null){ return; } float x = 175.0f; //groundMesh.renderer.bounds.max.x+(groundMesh.renderer.bounds.min.x*0.5f); float y = groundMesh.renderer.bounds.max.y+(groundMesh.renderer.bounds.min.y*0.5f); float z = 175.0f; //groundMesh.renderer.bounds.max.z+(groundMesh.renderer.bounds.min.z); player = GameObject.CreatePrimitive(PrimitiveType.Capsule); player.transform.localScale = new Vector3(3.469746f,4.222249f,3.469746f); float height = player.renderer.bounds.max.y-player.renderer.bounds.min.y; Vector3 center = new Vector3(x,y+height,z); player.transform.position = center; player.AddComponent<Rigidbody>(); Rigidbody rb = player.GetComponent<Rigidbody>(); rb.constraints = RigidbodyConstraints.FreezeRotationX | RigidbodyConstraints.FreezeRotationZ | RigidbodyConstraints.FreezePositionX | RigidbodyConstraints.FreezePositionZ ; //transform.parent = player.transform; player.AddComponent<CameraTraveler>(); player.GetComponent<CameraTraveler>().player = player; }
public static void createInstance() { GameObject tmpObj = GameObject.Find("PersistentObj"); if(tmpObj != null) { instance = tmpObj; } else { // Basic object shell. instance = new GameObject("PersistentObj"); instance.transform.position = new Vector3(0,0,0); // Persistent object components. // (Other components may be attached from within other scripts once you obtain an instance via getInstance()) //instance.AddComponent<ServerComRequester>(); instance.AddComponent<SoundPlayerScript>(); DatastoreScript ds = instance.AddComponent<DatastoreScript>(); // Store versioning info in memory. (Primarily needed by the saving system to detect old or new save data). int dayValue = 6;//23; int monthValue = 1;//10; int yearValue = 2015;//2014; int versionForDay = 0; ds.insertData("GameVersionData",new SaveVersioningInfo(dayValue,monthValue,yearValue,versionForDay,"")); // Make sure that the object is not destroyed when new scenes are loaded. UnityEngine.MonoBehaviour.DontDestroyOnLoad(instance); } }
public static GameObject CreatePlane(Vector2 size) { size *= 0.5f; Mesh planeMesh = new Mesh(); planeMesh.name = "CustomPlane"; //set vertices Vector3[] vertices = { new Vector3(-size.x, -size.y, 0f), new Vector3(size.x, -size.y, 0f), new Vector3(size.x, size.y, 0f), new Vector3(-size.x, size.y, 0f)}; planeMesh.vertices = vertices; //set uvs Vector2[] uvs = {Vector2.zero, Vector2.up, Vector2.one, Vector2.right}; planeMesh.uv = uvs; //set triangles int[] triangles = {0, 1, 2, 0, 2, 3}; planeMesh.triangles = triangles; planeMesh.RecalculateNormals(); //Create gameobject GameObject plane = new GameObject("CustomPlane"); MeshFilter _meshFilter = plane.AddComponent<MeshFilter>(); _meshFilter.mesh = planeMesh; plane.AddComponent<MeshRenderer>(); plane.AddComponent<MeshCollider>(); plane.transform.position = Vector3.zero; return plane; }
public EditorModel(GameObject assetPrefab) { prefab = assetPrefab; saveAssetFolder = System.IO.Path.GetDirectoryName(AssetDatabase.GetAssetPath(prefab)); assetInstance = GameObject.Instantiate(assetPrefab) as GameObject; assetInstance.name = assetPrefab.name; assetInstance.SetActive(true); // Check for LocalSettings on the prefab and use that if possible LocalSettings = assetInstance.GetComponentInChildren<LocalSettings>(); if (LocalSettings != null) { UseLocalSettings = true; BlobModel = assetInstance.AddComponent<ABlobModel>().InitWithExistingBlob(LocalSettings.gameObject); } else { Mesh blobMesh = AssetDatabase.LoadAssetAtPath("Assets/BlobOMatic/BlobMesh.asset", typeof(Mesh)) as Mesh; BlobModel = assetInstance.AddComponent<ABlobModel>().Init(blobMesh); if (!ICanHasShadow) return; // Not a valid model, bugger off! LocalSettings = BlobModel.BlobRenderer.gameObject.AddComponent<LocalSettings>().CopyGlobalSettings(); saveAssetFolder += "/" + prefab.name + "WithBlob"; } // Collect original layers and set everything to blob layer foreach (Transform t in assetInstance.GetComponentsInChildren<Transform>(true)) originalLayers[t.gameObject] = t.gameObject.layer; assetInstance.SetLayerRecursively(BlobOMatic.EditorLayer); assetInstance.SetActive(false); assetInstance.SetHideFlagsRecursively(HideFlags.HideAndDontSave); RenderBlob(); }
public void playGlobal(Vec3 position, Transform parent) { if (Global.Sfx.sfxVolume <= 0.0f) { return; } GO obj = new GO(); // Center in parent obj.transform.parent = parent; obj.transform.position = position; AudioSource player = obj.AddComponent <AudioSource>(); player.clip = this.src; player.spatialBlend = 1.0f; // full-3D player.minDistance = 0.5f; player.maxDistance = 10.0f; player.volume = Global.Sfx.sfxVolume; player.Play(); obj.AddComponent <DestroyOnAudioDone>(); }
static public int AddComponent(IntPtr l) { try { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Type a1; checkType(l, 2, out a1); var ret = self.AddComponent(a1); pushValue(l, true); pushValue(l, ret); return(2); } catch (Exception e) { return(error(l, e)); } }
static public int AddComponent(IntPtr l) { try { #if DEBUG var method = System.Reflection.MethodBase.GetCurrentMethod(); string methodName = GetMethodName(method); #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.BeginSample(methodName); #else Profiler.BeginSample(methodName); #endif #endif int argc = LuaDLL.lua_gettop(l); if (argc == 1) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); var ret = self.AddComponent <UnityEngine.Component>(); pushValue(l, true); pushValue(l, ret); return(2); } else if (argc == 2) { UnityEngine.GameObject self = (UnityEngine.GameObject)checkSelf(l); System.Type a1; checkType(l, 2, out a1); var ret = self.AddComponent(a1); pushValue(l, true); pushValue(l, ret); return(2); } pushValue(l, false); LuaDLL.lua_pushstring(l, "No matched override function AddComponent to call"); return(2); } catch (Exception e) { return(error(l, e)); } #if DEBUG finally { #if UNITY_5_5_OR_NEWER UnityEngine.Profiling.Profiler.EndSample(); #else Profiler.EndSample(); #endif } #endif }
static int AddComponent(IntPtr L) { try { ToLua.CheckArgsCount(L, 2); UnityEngine.GameObject obj = (UnityEngine.GameObject)ToLua.CheckObject(L, 1, typeof(UnityEngine.GameObject)); System.Type arg0 = (System.Type)ToLua.CheckObject(L, 2, typeof(System.Type)); UnityEngine.Component o = obj.AddComponent(arg0); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
public void CreatePathTarget() { UnityEngine.GameObject editorObject = UnityEngine.GameObject.CreatePrimitive(UnityEngine.PrimitiveType.Cube); int index = UnityEngine.GameObject.FindObjectsOfType <AreaObject>().Count(i => i.name.StartsWith("PATH_TARGET_")); editorObject.name = $"PATH_TARGET_{index}"; editorObject.AddComponent <AreaObject>(); editorObject.GetComponent <AreaObject>().parent = TargetArea; editorObject.GetComponent <AreaObject>().masterType = typeof(AreaTile); editorObject.transform.SetParent(TargetArea.transform); editorObject.transform.position = TargetArea.transform.position; editorObject.GetComponent <AreaObject>().tileParent = new AreaTile(); createPathTarget = false; }
private void StartTweenPos(UnityEngine.GameObject go) { if (null == go) { return; } TweenPosition tweenPos = go.GetComponent <TweenPosition>(); if (tweenPos != null) { Destroy(tweenPos); } tweenPos = go.AddComponent <TweenPosition>(); tweenPos.from = go.transform.localPosition; tweenPos.to = new UnityEngine.Vector3(0, 0, 0); tweenPos.duration = 0.2f; }
static public void WaitInput(GO caller, int column, Actions action) { if (waitFunc != null || waitCaller != null) { return; } axis[] arr = getArr(column); KeyLogger kl = caller.GetComponentInChildren <KeyLogger>(); if (kl == null) { kl = caller.AddComponent <KeyLogger>(); } kl.enabled = true; waitCaller = kl; waitFunc = kl.StartCoroutine(_waitInput(arr, action)); }
public static UnityEngine.GameObject NewIterM(UnityEngine.GameObject origin) { UnityEngine.GameObject backobj = UnityEngine.GameObject.Instantiate(origin, origin.transform.position, origin.transform.rotation) as UnityEngine.GameObject; backobj.transform.parent = XOGloble.IterM.transform; backobj.transform.localScale = origin.transform.lossyScale; backobj.name = XOUtil.Path(origin); XOCp_MarkIntermediate mi = backobj.AddComponent <XOCp_MarkIntermediate>(); mi.OriginInstID = origin.GetInstanceID(); mi.goOrigin = origin; backobj.SetActive(true); XOCp_OptimizerHandler xoh = XOGloble.Root.GetComponent <XOCp_OptimizerHandler>(); if (xoh != null) { xoh.AddObjLstByShaderMaterial(backobj); } XOUtil.Display(backobj, false); return(backobj); }
private void AddGrabbable(GameObject obj) { if (!obj) { return; } var grabbable = obj.GetComponent <HVRGrabbable>(); var physicsGrabbable = obj.GetComponent <HVRPhysicsGrabbable>(); if (!grabbable && !physicsGrabbable) { obj.AddComponent <HVRGrabbable>(); } if (AddGrabPoints(obj)) { AddGrabPoint(SelectedGrabPoints); } obj.SetExpandedRecursive(true); }
private void Start() { int cnt = TriggerScaleAndLinkToParent.Length; int prefabsCnt = PrefabToLink.Length; for (int i = 0; i < cnt; ++i) { int prefabIdx = i < prefabsCnt ? i : prefabsCnt - 1; UnityEngine.GameObject obj = new UnityEngine.GameObject("FbxTrigger"); UnityEngine.GameObject childObj = Instantiate(PrefabToLink[prefabIdx]); childObj.transform.parent = obj.transform; Transform trigger = TriggerScaleAndLinkToParent[i]; Picus.Utils.GO.Transformer.TransformTo(obj.transform, trigger.parent); obj.transform.parent = trigger.parent; Picus.Utils.GO.Finder.FindComponentAddIfNotExist <Picus.Utils.SortingLayer>(childObj).SortAllDeepFromParent(); FbxTrigger script = obj.AddComponent <FbxTrigger>(); script.Init(trigger, childObj, InheritRotation); } }
public void OnDrag(PointerEventData eventData) { if (!lineStartPoint.HasValue) { return; } if (valid_path) { return; } if (used == true) { Destroy(lines[nb_line]); } var lineEndPoint = GetMouseCameraPoint(); var nextline = new UnityEngine.GameObject(); var lineRenderer = nextline.AddComponent <LineRenderer>(); lines[nb_line] = nextline; if (obj_in.Getinstate() == 2) { lineRenderer.material = lineMaterialtrue; } else { lineRenderer.material = lineMaterialfalse; } lineRenderer.SetPositions(new Vector3[] { lineStartPoint.Value, lineEndPoint }); lineRenderer.startWidth = lineWith; lineRenderer.endWidth = lineWith; linesRend[nb_line] = lineRenderer; used = true; }
public void registerGeometry(FS_ShadowSimple s, FS_MeshKey meshKey) { FS_ShadowManagerMesh m; if (meshKey.isStatic) { if (!shadowMeshesStatic.ContainsKey(meshKey.mat)) { UnityEngine.GameObject g = new UnityEngine.GameObject("ShadowMeshStatic_" + meshKey.mat.name); g.transform.parent = transform; m = g.AddComponent <FS_ShadowManagerMesh>(); m.shadowMaterial = s.shadowMaterial; m.isStatic = true; shadowMeshesStatic.Add(meshKey.mat, m); } else { m = (FS_ShadowManagerMesh)shadowMeshesStatic[meshKey.mat]; } } else { if (!shadowMeshes.ContainsKey(meshKey.mat)) { UnityEngine.GameObject g = new UnityEngine.GameObject("ShadowMesh_" + meshKey.mat.name); g.transform.parent = transform; m = g.AddComponent <FS_ShadowManagerMesh>(); m.shadowMaterial = s.shadowMaterial; m.isStatic = false; shadowMeshes.Add(meshKey.mat, m); } else { m = (FS_ShadowManagerMesh)shadowMeshes[meshKey.mat]; } } m.registerGeometry(s); }
static UnityEngine.GameObject AddEasyTouch(bool c) { if (UnityEngine.GameObject.FindObjectOfType(typeof(EasyTouch)) == null) { UnityEngine.GameObject easyTouch = new UnityEngine.GameObject("EasyTouch"); EasyTouch easy = easyTouch.AddComponent <EasyTouch>(); if (c) { easy.useBroadcastMessage = false; } else { easy.useBroadcastMessage = true; } return(easyTouch); } else { EditorUtility.DisplayDialog("Warning", "EasyTouch is already exist in your scene", "OK"); return(null); } }
void SyncEventListeners( ) { if (null == event_UnityEngine_GameObject_Instance_0 || false == m_RegisteredForEvents) { event_UnityEngine_GameObject_Instance_0 = uScript_MasterComponent.LatestMaster; if (null != event_UnityEngine_GameObject_Instance_0) { { uScript_Update component = event_UnityEngine_GameObject_Instance_0.GetComponent <uScript_Update>(); if (null == component) { component = event_UnityEngine_GameObject_Instance_0.AddComponent <uScript_Update>(); } if (null != component) { component.OnUpdate += Instance_OnUpdate_0; component.OnLateUpdate += Instance_OnLateUpdate_0; component.OnFixedUpdate += Instance_OnFixedUpdate_0; } } } } }
public void HandleCustomProperties(UnityEngine.GameObject gameObject, IDictionary <string, string> props) { // Simply add a component to our GameObject if (props.ContainsKey("AddComp")) { try { string type = props["AddComp"]; Type T = TypeMapping.GetType(type); Component comp = gameObject.AddComponent(T); ITiledComponent tiledComponent = comp as ITiledComponent; if (tiledComponent != null) { tiledComponent.SetupFromProperties(props); } } catch (Exception e) { Debug.LogError(e.Message); } } }
public static void EnsureInitialized() { try { if (EventPump.Instance == null) { lock (s_Lock) { if (EventPump.Instance == null) { UnityEngine.GameObject parent = new UnityEngine.GameObject("Kinect Desktop Event Pump"); EventPump.Instance = parent.AddComponent <Helper.EventPump>(); DontDestroyOnLoad(parent); } } } } catch { UnityEngine.Debug.LogError("Events must be registered on the main thread."); return; } }
public static T CreateSingletonMonoBehaviour <T>() where T : MonoBehaviour { T instance = UnityEngine.Object.FindObjectOfType <T>(); if (instance != null) { var instances = UnityEngine.Object.FindObjectsOfType <T>(); if (instances.Length == 1) { throw new Exception(typeof(T) + " Instance Existed!"); } throw new Exception(typeof(T) + " Instance Existed! And Type Count : " + instances.Length.ToString()); } var gameObject = new UnityEngine.GameObject("Singleton No Copy"); UnityEngine.Object.DontDestroyOnLoad(gameObject); instance = gameObject.AddComponent <T>(); return(instance); }
//event nodes //property nodes //method nodes #pragma warning restore 414 //functions to refresh properties from entities void SyncUnityHooks( ) { SyncEventListeners( ); if (null == local_4_UnityEngine_GameObject || false == m_RegisteredForEvents) { local_4_UnityEngine_GameObject = GameObject.Find("SFXPlayer") as UnityEngine.GameObject; } //if our game object reference was changed then we need to reset event listeners if (local_4_UnityEngine_GameObject_previous != local_4_UnityEngine_GameObject || false == m_RegisteredForEvents) { //tear down old listeners local_4_UnityEngine_GameObject_previous = local_4_UnityEngine_GameObject; //setup new listeners } if (null == owner_Connection_1 || false == m_RegisteredForEvents) { owner_Connection_1 = parentGameObject; if (null != owner_Connection_1) { { uScript_Button component = owner_Connection_1.GetComponent <uScript_Button>(); if (null == component) { component = owner_Connection_1.AddComponent <uScript_Button>(); } if (null != component) { component.OnButtonClick += Instance_OnButtonClick_0; component.OnButtonDown += Instance_OnButtonDown_0; component.OnButtonUp += Instance_OnButtonUp_0; } } } } }
void PathResources() { int count = 0; foreach (GenericSpawner spawner in UnityEngine.Resources.FindObjectsOfTypeAll <GenericSpawner>()) { GameObject.Destroy(spawner); } foreach (KeyValuePair <string, object> spawnlist in SpawnLists) { var currentSpawnlist = (Dictionary <string, object>)spawnlist.Value; var newlist = new List <GenericSpawnerSpawnList.GenericSpawnInstance>(); foreach (object pair in (List <object>)currentSpawnlist["spawnList"]) { var currentspawninstance = (Dictionary <string, object>)pair; var newspawnlistdata = new GenericSpawnerSpawnList.GenericSpawnInstance(); newspawnlistdata.forceStaticInstantiate = false; newspawnlistdata.numToSpawnPerTick = Convert.ToInt32(currentspawninstance["numToSpawnPerTick"]); newspawnlistdata.prefabName = currentspawninstance["prefabName"].ToString(); newspawnlistdata.targetPopulation = Convert.ToInt32(currentspawninstance["targetPopulation"]); newspawnlistdata.useNavmeshSample = true; newspawnlistdata.spawned = new List <UnityEngine.GameObject>(); newlist.Add(newspawnlistdata); } var gameobject = new UnityEngine.GameObject(); var generic = gameobject.AddComponent <GenericSpawner>(); generic.transform.position = new Vector3(Convert.ToSingle(currentSpawnlist["position_x"]), Convert.ToSingle(currentSpawnlist["position_y"]), Convert.ToSingle(currentSpawnlist["position_z"])); generic.initialSpawn = true; generic._spawnList = newlist; generic.radius = Convert.ToSingle(currentSpawnlist["radius"]); genericspawn_serverload.Invoke(generic, new object[] { }); generic.SpawnThink(); count++; } Puts(string.Format("{0} custom resource spawns where loaded!", count.ToString())); }
/// <summary> /// 初始化界面 /// </summary> void Init() { if (m_grid_grid.transform.childCount > 0) { UpdateAnimalGridList(); return; } List <LandAndFarmDataBase> landList = GameTableManager.Instance.GetTableList <LandAndFarmDataBase>(); uint animalID = DataManager.Manager <HomeDataManager>().animalID; landList = landList.FindAll((LandAndFarmDataBase ld) => { return(ld.dwID == animalID); }); for (int i = 0; i < landList.Count; i++) { UnityEngine.GameObject obj = UIManager.GetResGameObj(GridID.Uihomeanimalgrid) as UnityEngine.GameObject; obj = Instantiate(obj); obj.transform.parent = m_grid_grid.transform; obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one; obj.transform.localRotation = Quaternion.identity; UIHomeAnimalGrid homeAnimalGrid = obj.GetComponent <UIHomeAnimalGrid>(); if (homeAnimalGrid == null) { homeAnimalGrid = obj.AddComponent <UIHomeAnimalGrid>(); } obj.SetActive(true); homeAnimalGrid.Init(landList[i].indexID); } m_grid_grid.Reposition(); }
public void Init(int row, int colomn) { if (row < 2 || colomn < 2) { return; } ClearCubeContainer(); m_CubeItems.Clear(); m_TargetList.Clear(); m_Row = row; m_Colomn = colomn; int zoomMultiple = m_Row > m_Colomn ? m_Row : m_Colomn; m_MinSlideDistance = zoomMultiple - 2 == 0? GlobalConfig.ITEM_HALFSLIDEDISTANCE: GlobalConfig.ITEM_HALFSLIDEDISTANCE / (2 * (zoomMultiple - 2)); m_CameraViewHeight = zoomMultiple * 10; Camera.main.transform.position = new Vector3(0, m_CameraViewHeight, 0.5f); Kernel.AssetManager.InstantiateGameObjectAsync((GF.Asset.AssetKey)AssetKey.Prefabs_Box001_prefab, (GF.Asset.AssetKey key, UnityEngine.Object tmpObj) => { m_CubePrefab = tmpObj as GameObject; m_CubePrefab.AddComponent <BoxCollider>(); InitCubes(m_CubePrefab); }); }
// Update is called once per frame void Update() { if (Input.GetMouseButtonDown(0)) { lineStartPoint = GetMouseCameraPoint(); } else if (Input.GetMouseButtonUp(0)) { if (!lineStartPoint.HasValue) { return; } var lineEndPoint = GetMouseCameraPoint(); var gameObject = new UnityEngine.GameObject(); var lineRenderer = gameObject.AddComponent <LineRenderer>(); lineRenderer.material = lineMaterial; lineRenderer.SetPositions(new Vector3[] { lineStartPoint.Value, lineEndPoint }); lineRenderer.startWidth = lineWith; lineRenderer.endWidth = lineWith; lineStartPoint = null; } }
///////////////////////////////////////////////////////////////////////////////// public UIRenderer(Noesis.FrameworkElement content, UnityEngine.Vector2 offscreenSize, UnityEngine.GameObject target) { _rendererId = Noesis_CreateRenderer(Noesis.FrameworkElement.getCPtr(content).Handle); _content = content; _root = VisualTreeHelper.GetRoot(_content); _offscreenSize = offscreenSize; _mousePos = UnityEngine.Input.mousePosition; _target = target; _texture = FindTexture(); if (IsRenderToTexture) { _textureCamera = _target.AddComponent <Camera>(); _textureCamera.clearFlags = CameraClearFlags.SolidColor; _textureCamera.backgroundColor = new UnityEngine.Color(0.0f, 0.0f, 0.0f, 0.0f); _textureCamera.renderingPath = RenderingPath.Forward; _textureCamera.depthTextureMode = DepthTextureMode.None; #if !UNITY_4_6 && !UNITY_5_0 && !UNITY_5_1 _textureCamera.opaqueSortMode = UnityEngine.Rendering.OpaqueSortMode.NoDistanceSort; #endif _textureCamera.transparencySortMode = TransparencySortMode.Orthographic; _textureCamera.clearStencilAfterLightingPass = false; _textureCamera.allowHDR = false; _textureCamera.useOcclusionCulling = false; _textureCamera.cullingMask = 0; _textureCamera.targetTexture = _texture; } _targetCamera = _target.GetComponent <Camera>(); _Panels.Add(_rendererId, _target.GetComponent <NoesisGUIPanel>()); }
void Awake() { if (!enabled) { return; } m_camera = Camera.main; Application.targetFrameRate = -1; UnityEngine.GameObject frameCounter = new UnityEngine.GameObject("Frame Counter"); m_TextMeshPro = frameCounter.AddComponent <TextMeshPro>(); m_TextMeshPro.font = Resources.Load <TMP_FontAsset>("Fonts & Materials/LiberationSans SDF"); m_TextMeshPro.fontSharedMaterial = Resources.Load <Material>("Fonts & Materials/LiberationSans SDF - Overlay"); m_frameCounter_transform = frameCounter.transform; m_frameCounter_transform.SetParent(m_camera.transform); m_frameCounter_transform.localRotation = Quaternion.identity; m_TextMeshPro.enableWordWrapping = false; m_TextMeshPro.fontSize = 24; //m_TextMeshPro.FontColor = new Color32(255, 255, 255, 128); //m_TextMeshPro.edgeWidth = .15f; m_TextMeshPro.isOverlay = true; //m_TextMeshPro.FaceColor = new Color32(255, 128, 0, 0); //m_TextMeshPro.EdgeColor = new Color32(0, 255, 0, 255); //m_TextMeshPro.FontMaterial.renderQueue = 4000; //m_TextMeshPro.CreateSoftShadowClone(new Vector2(1f, -1f)); Set_FrameCounter_Position(AnchorPosition); last_AnchorPosition = AnchorPosition; }
public static int AddComponent1_wrap(long L) { try { long VM = FCLibHelper.fc_get_vm_ptr(L); long nThisPtr = FCLibHelper.fc_get_inport_obj_ptr(L); UnityEngine.GameObject obj = get_obj(nThisPtr); string arg0 = FCLibHelper.fc_get_string_a(L, 0); long nRetPtr = 0; switch (arg0) { case "SkinnedMeshRenderer": { SkinnedMeshRenderer ret_obj = obj.AddComponent <SkinnedMeshRenderer>(); nRetPtr = FCGetObj.PushObj <SkinnedMeshRenderer>(ret_obj); } break; case "Renderer": { Renderer ret_obj = obj.AddComponent <Renderer>(); nRetPtr = FCGetObj.PushObj <Renderer>(ret_obj); } break; case "MeshRenderer": { MeshRenderer ret_obj = obj.AddComponent <MeshRenderer>(); nRetPtr = FCGetObj.PushObj <MeshRenderer>(ret_obj); } break; case "Animation": { Animation ret_obj = obj.AddComponent <Animation>(); nRetPtr = FCGetObj.PushObj <Animation>(ret_obj); } break; case "Collider": { Collider ret_obj = obj.AddComponent <Collider>(); nRetPtr = FCGetObj.PushObj <Collider>(ret_obj); } break; case "BoxCollider": { BoxCollider ret_obj = obj.AddComponent <BoxCollider>(); nRetPtr = FCGetObj.PushObj <BoxCollider>(ret_obj); } break; case "BoxCollider2D": { BoxCollider2D ret_obj = obj.AddComponent <BoxCollider2D>(); nRetPtr = FCGetObj.PushObj <BoxCollider2D>(ret_obj); } break; case "MeshCollider": { MeshCollider ret_obj = obj.AddComponent <MeshCollider>(); nRetPtr = FCGetObj.PushObj <MeshCollider>(ret_obj); } break; case "SphereCollider": { SphereCollider ret_obj = obj.AddComponent <SphereCollider>(); nRetPtr = FCGetObj.PushObj <SphereCollider>(ret_obj); } break; case "Rigidbody": { Rigidbody ret_obj = obj.AddComponent <Rigidbody>(); nRetPtr = FCGetObj.PushObj <Rigidbody>(ret_obj); } break; case "Camera": { Camera ret_obj = obj.AddComponent <Camera>(); nRetPtr = FCGetObj.PushObj <Camera>(ret_obj); } break; case "AudioSource": { AudioSource ret_obj = obj.AddComponent <AudioSource>(); nRetPtr = FCGetObj.PushObj <AudioSource>(ret_obj); } break; case "Transform": { Transform ret_obj = obj.AddComponent <Transform>(); nRetPtr = FCGetObj.PushObj <Transform>(ret_obj); } break; case "Component": { Component ret_obj = obj.AddComponent <Component>(); nRetPtr = FCGetObj.PushObj <Component>(ret_obj); } break; case "ParticleSystem": { ParticleSystem ret_obj = obj.AddComponent <ParticleSystem>(); nRetPtr = FCGetObj.PushObj <ParticleSystem>(ret_obj); } break; case "Light": { Light ret_obj = obj.AddComponent <Light>(); nRetPtr = FCGetObj.PushObj <Light>(ret_obj); } break; case "Button": { Button ret_obj = obj.AddComponent <Button>(); nRetPtr = FCGetObj.PushObj <Button>(ret_obj); } break; case "Text": { Text ret_obj = obj.AddComponent <Text>(); nRetPtr = FCGetObj.PushObj <Text>(ret_obj); } break; default: break; } long ret_ptr = FCLibHelper.fc_get_return_ptr(L); FCLibHelper.fc_set_value_wrap_objptr(VM, ret_ptr, nRetPtr); } catch (Exception e) { Debug.LogException(e); } return(0); }
public static void ExtractMaterialMeshes(UnityEngine.GameObject rObject) { if (rObject == null) { return; } if (!rObject.activeInHierarchy) { return; } // If this object has a mesh, extract it MeshFilter lMeshFilter = rObject.GetComponent <MeshFilter>(); if (lMeshFilter == null) { return; } // Ensure we're only extracting rendered meshes MeshRenderer lMeshRenderer = rObject.GetComponent <MeshRenderer>(); if (lMeshRenderer == null) { return; } // We need to break the mesh into it's sub mesh parts so we can assign materials Mesh lMesh = null; Material lMaterial = null; int lSubMeshCount = lMeshFilter.sharedMesh.subMeshCount; for (int i = 0; i < lSubMeshCount; i++) { // This is easy, use the shared instance if (i == 0) { lMesh = lMeshFilter.sharedMesh; lMaterial = lMeshRenderer.sharedMaterial; } // Process each sub-mesh individually else { // Create a mesh from the sub-mesh lMesh = CreateMesh(lMeshFilter.sharedMesh, i); // Find the material it's using if (lMeshRenderer.sharedMaterials.Length > i) { lMaterial = lMeshRenderer.sharedMaterials[i]; } else { lMaterial = lMeshRenderer.sharedMaterials[lMeshRenderer.sharedMaterials.Length - 1]; } } string newname = "split-" + rObject.name + i; UnityEngine.GameObject newobj = new UnityEngine.GameObject(newname); newobj.transform.parent = XOGloble.IterM.transform; newobj.transform.position = lMeshFilter.transform.position; newobj.transform.rotation = lMeshFilter.transform.rotation; newobj.transform.localScale = lMeshFilter.transform.lossyScale; newobj.isStatic = true; MeshFilter lMergedMeshFilter = newobj.AddComponent(typeof(MeshFilter)) as MeshFilter; lMergedMeshFilter.mesh = lMesh; // CombineInstance[] lMeshes = new CombineInstance[1]; // lMeshes[0].transform = lMeshFilter.transform.localToWorldMatrix; // lMeshes[0].mesh = lMesh; lMergedMeshFilter.sharedMesh.name = "Merged Mesh of " + lSubMeshCount + " items"; // lMergedMeshFilter.sharedMesh.CombineMeshes(lMeshes, true); // Unwrapping.GenerateSecondaryUVSet(lMergedMeshFilter.sharedMesh); MeshRenderer lMergedMeshRenderer = newobj.AddComponent(typeof(MeshRenderer)) as MeshRenderer; lMergedMeshRenderer.sharedMaterial = lMaterial; XOCp_OptimizerHandler xoh = XOGloble.Root.GetComponent <XOCp_OptimizerHandler>(); if (xoh != null) { xoh.nlst.Add(newobj); xoh.AddObjLstByShaderMaterial(newobj); } } }
static void AddMeToScene() { ModAPI.Log.Write("Checker added to scene."); UnityEngine.GameObject GO = new UnityEngine.GameObject("__Checker__"); GO.AddComponent <Checker>(); }
public static T AddComponent <T>(this UnityEngine.GameObject go, T toAdd) where T : Component { return(go.AddComponent <T>().GetCopyOf(toAdd) as T); }
void Start() { for (int i = 0; i < NumberOfNPC; i++) { if (SpawnType == 0) { // TextMesh Pro Implementation UnityEngine.GameObject go = new UnityEngine.GameObject(); go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); TextMeshPro textMeshPro = go.AddComponent <TextMeshPro>(); textMeshPro.autoSizeTextContainer = true; textMeshPro.rectTransform.pivot = new Vector2(0.5f, 0); textMeshPro.alignment = TextAlignmentOptions.Bottom; textMeshPro.fontSize = 96; textMeshPro.enableKerning = false; textMeshPro.color = new Color32(255, 255, 0, 255); textMeshPro.text = "!"; // Spawn Floating Text floatingText_Script = go.AddComponent <TextMeshProFloatingText>(); floatingText_Script.SpawnType = 0; } else if (SpawnType == 1) { // TextMesh Implementation UnityEngine.GameObject go = new UnityEngine.GameObject(); go.transform.position = new Vector3(Random.Range(-95f, 95f), 0.25f, Random.Range(-95f, 95f)); TextMesh textMesh = go.AddComponent <TextMesh>(); textMesh.font = Resources.Load <Font>("Fonts/ARIAL"); textMesh.GetComponent <Renderer>().sharedMaterial = textMesh.font.material; textMesh.anchor = TextAnchor.LowerCenter; textMesh.fontSize = 96; textMesh.color = new Color32(255, 255, 0, 255); textMesh.text = "!"; // Spawn Floating Text floatingText_Script = go.AddComponent <TextMeshProFloatingText>(); floatingText_Script.SpawnType = 1; } else if (SpawnType == 2) { // Canvas WorldSpace Camera UnityEngine.GameObject go = new UnityEngine.GameObject(); Canvas canvas = go.AddComponent <Canvas>(); canvas.worldCamera = Camera.main; go.transform.localScale = new Vector3(0.1f, 0.1f, 0.1f); go.transform.position = new Vector3(Random.Range(-95f, 95f), 5f, Random.Range(-95f, 95f)); TextMeshProUGUI textObject = new UnityEngine.GameObject().AddComponent <TextMeshProUGUI>(); textObject.rectTransform.SetParent(go.transform, false); textObject.color = new Color32(255, 255, 0, 255); textObject.alignment = TextAlignmentOptions.Bottom; textObject.fontSize = 96; textObject.text = "!"; // Spawn Floating Text floatingText_Script = go.AddComponent <TextMeshProFloatingText>(); floatingText_Script.SpawnType = 0; } } }
void Start() { TMP_FontAsset fontAsset = null; // Create Dynamic Font Asset for the given font file. switch (Benchmark) { case BenchmarkType.TMP_SDF_MOBILE: fontAsset = TMP_FontAsset.CreateFontAsset(SourceFontFile, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); break; case BenchmarkType.TMP_SDF__MOBILE_SSD: fontAsset = TMP_FontAsset.CreateFontAsset(SourceFontFile, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); fontAsset.material.shader = Shader.Find("TextMeshPro/Mobile/Distance Field SSD"); break; case BenchmarkType.TMP_SDF: fontAsset = TMP_FontAsset.CreateFontAsset(SourceFontFile, 90, 9, GlyphRenderMode.SDFAA, 256, 256, AtlasPopulationMode.Dynamic); fontAsset.material.shader = Shader.Find("TextMeshPro/Distance Field"); break; case BenchmarkType.TMP_BITMAP_MOBILE: fontAsset = TMP_FontAsset.CreateFontAsset(SourceFontFile, 90, 9, GlyphRenderMode.SMOOTH, 256, 256, AtlasPopulationMode.Dynamic); break; } for (int i = 0; i < NumberOfSamples; i++) { switch (Benchmark) { case BenchmarkType.TMP_SDF_MOBILE: case BenchmarkType.TMP_SDF__MOBILE_SSD: case BenchmarkType.TMP_SDF: case BenchmarkType.TMP_BITMAP_MOBILE: { UnityEngine.GameObject go = new UnityEngine.GameObject(); go.transform.position = new Vector3(0, 1.2f, 0); TextMeshPro textComponent = go.AddComponent <TextMeshPro>(); textComponent.font = fontAsset; textComponent.fontSize = 128; textComponent.text = "@"; textComponent.alignment = TextAlignmentOptions.Center; textComponent.color = new Color32(255, 255, 0, 255); if (Benchmark == BenchmarkType.TMP_BITMAP_MOBILE) { textComponent.fontSize = 132; } } break; case BenchmarkType.TEXTMESH_BITMAP: { UnityEngine.GameObject go = new UnityEngine.GameObject(); go.transform.position = new Vector3(0, 1.2f, 0); TextMesh textMesh = go.AddComponent <TextMesh>(); textMesh.GetComponent <Renderer>().sharedMaterial = SourceFontFile.material; textMesh.font = SourceFontFile; textMesh.anchor = TextAnchor.MiddleCenter; textMesh.fontSize = 130; textMesh.color = new Color32(255, 255, 0, 255); textMesh.text = "@"; } break; } } }