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C# pb_Object.GetComponent方法代码示例

本文整理汇总了C#中pb_Object.GetComponent方法的典型用法代码示例。如果您正苦于以下问题:C# pb_Object.GetComponent方法的具体用法?C# pb_Object.GetComponent怎么用?C# pb_Object.GetComponent使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在pb_Object的用法示例。


在下文中一共展示了pb_Object.GetComponent方法的3个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: Mirror

		/**
		 *	\brief Duplicates and mirrors the passed pb_Object.
		 *	@param pb The donor pb_Object.
		 *	@param axe The axis to mirror the object on.
		 *	\returns The newly duplicated pb_Object.
		 *	\sa ProBuilder.Axis
		 */
		public static pb_Object Mirror(pb_Object pb, Vector3 scale)
		{
			pb_Object p = pb_Object.InitWithObject(pb);
			p.MakeUnique();

			p.transform.parent = pb.transform.parent;

			p.transform.localRotation = pb.transform.localRotation;

			Vector3 lScale = p.gameObject.transform.localScale;

			p.transform.localScale = new Vector3(lScale.x * scale.x, lScale.y * scale.y, lScale.z * scale.z);

			// if flipping on an odd number of axes, flip winding order
			if( (scale.x * scale.y * scale.z) < 0)
				p.ReverseWindingOrder(p.faces);

			p.FreezeScaleTransform();

			p.transform.localScale = pb.transform.localScale;
			
			Collider col = pb.GetComponent<Collider>();
			ColliderType colType = ColliderType.None;
			if(col != null)
			{
				if(col is MeshCollider)
					colType = ColliderType.MeshCollider;
				else
					colType = ColliderType.BoxCollider;
			}

			pb_Editor_Utility.InitObjectFlags(p, colType, pb.GetComponent<pb_Entity>().entityType);
			
			p.ToMesh();
			p.Refresh();

			// InitObjectFlags runs ScreenCenter()
			p.transform.position = pb.transform.position;

			Undo.RegisterCreatedObjectUndo(p.gameObject, "Mirror Object");

			return p;
		}
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:50,代码来源:pb_Mirror_Tool.cs

示例2: OnFaceChanged

	private static void OnFaceChanged( pb_Object pb )
	{
		StaticEditorFlags flags = GameObjectUtility.GetStaticEditorFlags( pb.gameObject );
		
		// if nodraw found
		if(pb.containsNodraw)
		{
			if( (flags & StaticEditorFlags.BatchingStatic) == StaticEditorFlags.BatchingStatic )
			{
				flags ^= StaticEditorFlags.BatchingStatic;
				GameObjectUtility.SetStaticEditorFlags(pb.gameObject, flags);
			}
		}
		else
		{
			// if nodraw not found, and entity type should be batching static
			if(pb.GetComponent<pb_Entity>().entityType != EntityType.Mover)
			{
				flags = flags | StaticEditorFlags.BatchingStatic;
				GameObjectUtility.SetStaticEditorFlags(pb.gameObject, flags);
			}
		}
	}
开发者ID:BasmanovDaniil,项目名称:RoyalDefenestrator,代码行数:23,代码来源:pb_Texture_Editor.cs

示例3: CombineObjects

	/**
	 *	\brief Given an array of "donors", this method returns a merged #pb_Object.
	 */
	 public static bool CombineObjects(pb_Object[] pbs, out pb_Object combined)
	 {
	 	combined = null;

	 	if(pbs.Length < 1) return false;

	 	List<Vector3> v = new List<Vector3>();
	 	List<Vector2> u = new List<Vector2>();
	 	List<Color> c = new List<Color>();
	 	List<pb_Face> f = new List<pb_Face>();
	 	List<pb_IntArray> s = new List<pb_IntArray>();
	 	List<pb_IntArray> suv = new List<pb_IntArray>();

	 	foreach(pb_Object pb in pbs)
	 	{
	 		int vertexCount = v.Count;

	 		// Vertices
	 		v.AddRange(pb.VerticesInWorldSpace());

	 		// UVs
	 		u.AddRange(pb.uv);

	 		// Colors
	 		c.AddRange(pb.colors);

			// Faces
	 		pb_Face[] faces = new pb_Face[pb.faces.Length];
	 		for(int i = 0; i < faces.Length; i++)
	 		{
	 			faces[i] = new pb_Face(pb.faces[i]);
	 			faces[i].manualUV = true;
	 			faces[i].ShiftIndices(vertexCount);
	 			faces[i].RebuildCaches();
	 		}
	 		f.AddRange(faces);

	 		// Shared Indices
	 		pb_IntArray[] si = pb.GetSharedIndices();
	 		for(int i = 0; i < si.Length; i++)
	 		{
	 			for(int n = 0; n < si[i].Length; n++)
	 				si[i][n] += vertexCount;
	 		}
	 		s.AddRange(si);

	 		// Shared Indices UV
	 		{
		 		pb_IntArray[] si_uv = pb.GetSharedIndicesUV();
		 		for(int i = 0; i < si_uv.Length; i++)
		 		{
		 			for(int n = 0; n < si_uv[i].Length; n++)
		 				si_uv[i][n] += vertexCount;
		 		}

		 		suv.AddRange(si_uv);
		 	}
	 	}

		GameObject go = (GameObject)GameObject.Instantiate(pbs[0].gameObject);
	 	go.transform.position = Vector3.zero;
	 	go.transform.localRotation = Quaternion.identity;
	 	go.transform.localScale = Vector3.one;

	 	// Destroy the children
	 	foreach(Transform t in go.transform)
	 		GameObject.DestroyImmediate(t.gameObject);

	 	if(go.GetComponent<pb_Object>()) GameObject.DestroyImmediate(go.GetComponent<pb_Object>());
	 	if(go.GetComponent<pb_Entity>()) GameObject.DestroyImmediate(go.GetComponent<pb_Entity>());

	 	combined = go.AddComponent<pb_Object>();

		combined.SetVertices(v.ToArray());
		combined.SetUV(u.ToArray());
		combined.SetColors(c.ToArray());
		combined.SetFaces(f.ToArray());

		combined.SetSharedIndices( s.ToArray() ?? pb_IntArrayUtility.ExtractSharedIndices(v.ToArray()) );
		combined.SetSharedIndicesUV( suv.ToArray() ?? new pb_IntArray[0] {});

		combined.ToMesh();

		combined.GetComponent<pb_Entity>().SetEntity( pbs[0].GetComponent<pb_Entity>().entityType );
	 	
	 	combined.CenterPivot( pbs[0].transform.position );

		combined.Refresh();

		// refresh donors since deleting the children of the instantiated object could cause them to lose references
		foreach(pb_Object pb in pbs)
			pb.Verify();

	 	return true;
	 }
开发者ID:itubeasts,项目名称:I-eaT-U,代码行数:98,代码来源:pbMeshOps.cs


注:本文中的pb_Object.GetComponent方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。