本文整理汇总了C#中UnityEngine.LineRenderer.GetComponentCached方法的典型用法代码示例。如果您正苦于以下问题:C# LineRenderer.GetComponentCached方法的具体用法?C# LineRenderer.GetComponentCached怎么用?C# LineRenderer.GetComponentCached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类UnityEngine.LineRenderer
的用法示例。
在下文中一共展示了LineRenderer.GetComponentCached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: InitializeCursor
private void InitializeCursor()
{
_cursor = new GameObject().AddComponent<LineRenderer>();
_cursor.useWorldSpace = false;
_cursor.material = new Material(Shader.Find("Particles/Additive"));
_cursor.SetWidth(0.05f, 0.05f);
_cursor.SetColors(Color.green, Color.green);
Renderer _renderer = null;
_cursor.GetComponentCached<Renderer> (ref _renderer);
if (_renderer != null) {
_renderer.enabled = false;
_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
_renderer.receiveShadows = false;
}
int segments = 32;
_cursor.SetVertexCount(segments);
CreateCircle(_cursor, segments, 0.125);
}
示例2: EvaPatrol
public EvaPatrol()
{
if (EvaSettings.displayDebugLines)
{
lineRenderer = new GameObject().AddComponent<LineRenderer>();
lineRenderer.useWorldSpace = false;
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetWidth(0.05f, 0.05f);
lineRenderer.SetColors(Color.green, Color.red);
Renderer _renderer = null;
lineRenderer.GetComponentCached<Renderer> (ref _renderer);
if (_renderer != null) {
_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
_renderer.receiveShadows = false;
_renderer.enabled = true;
}
lineRenderer.SetVertexCount(0);
}
}
示例3: InitializeDebugLine
private void InitializeDebugLine()
{
debugLine = new GameObject().AddComponent<LineRenderer>();
debugLine.useWorldSpace = false;
debugLine.material = new Material(Shader.Find("Particles/Additive"));
debugLine.SetWidth(0.05f, 0.05f);
debugLine.SetColors(Color.green, Color.red);
Renderer _renderer = null;
debugLine.GetComponentCached<Renderer> (ref _renderer);
if (_renderer) {
_renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
_renderer.receiveShadows = false;
_renderer.enabled = true;
}
debugLine.SetVertexCount(0);
}