本文整理汇总了C#中UnityEngine.LineRenderer.SetVertexCount方法的典型用法代码示例。如果您正苦于以下问题:C# LineRenderer.SetVertexCount方法的具体用法?C# LineRenderer.SetVertexCount怎么用?C# LineRenderer.SetVertexCount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.SetVertexCount方法的15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: Cast
public void Cast(string gestureClass, PDollarGestureRecognizer.Gesture gesture, LineRenderer line)
{
Debug.Log ("Cast " + gestureClass + "!");
switch (gestureClass)
{
case("Circle"):
float maxX = float.MinValue;
float minX = float.MaxValue;
float maxY = float.MinValue;
float minY = float.MaxValue;
foreach(PDollarGestureRecognizer.Point point in gesture.Points){
if(point.X > maxX){
maxX = point.X;
}
if(point.X < minX){
minX = point.X;
}
if(point.Y > maxY){
maxY = point.Y;
}
if(point.Y < minY){
minY = point.Y;
}
}
Vector3 center = new Vector3((maxX + minX)/2, 1, (maxY + minY)/2);
line.SetVertexCount (33);
line.SetPosition (32, center);
Debug.Log (center);
break;
case("line"):
break;
case("X"):
break;
}
}
示例2: Start
// Use this for initialization
void Start()
{
path = NewPath();
iTween.PutOnPath(pfadPrefab, path, 1);
pfadPrefab.SetActive (true);
hash.Clear();
hash.Add ("name", "moveOnRandom");
hash.Add ("path", path);
hash.Add ("time", time);
hash.Add ("oncomplete", "Die");
hash.Add ("easetype", iTween.EaseType.linear);
pfadPrefab.SetActive (true);
Move ();
path.Initialize ();
mittelpunkt = GameObject.FindGameObjectWithTag("mittelpunkt");
lineSegmentCount = 1;
line = gameObject.AddComponent("LineRenderer") as LineRenderer;
line.SetWidth (0.1f, 0.1f);
line.material = material;
line.SetColors (Color.white, Color.white);
line.SetVertexCount (lineSegmentCount);
line.renderer.enabled = true;
line.SetPosition(lineSegmentCount-1, mittelpunkt.transform.position);
}
示例3: Start
// Use this for initialization
void Start()
{
ln = GetComponent<LineRenderer> ();
aud = GetComponent<AudioSource> ();
wave = new float[samples];
ln.SetVertexCount (wave.Length);
}
示例4: reset
public void reset()
{
startPos.x = 0;
startPos.y = 0;
startPos.z = 0;
endPos.x = 0;
endPos.y = 0;
endPos.z = 0;
penDown = false;
sessionStart = false;
inSession = false;
localLRend = this.transform.gameObject.GetComponent<LineRenderer>();
localLRend.material = new Material(Shader.Find("Diffuse"));
localLRend.material.color = Color.black;
localLRend.castShadows = false;
localLRend.receiveShadows = false;
localLRend.SetVertexCount(2);
localLRend.SetWidth(lineThickness,lineThickness);
localLRend.SetColors(Color.black,Color.black);
localLRend.SetPosition(0,Vector3.zero);
localLRend.SetPosition(1,Vector3.zero);
localLRend.enabled = false;
}
示例5: Start
void Start()
{
startTime = Time.time;
prevPosition = gameObject.transform.position;
sourceOriginalV = sourceVessel.rigidbody.velocity;
Light light = gameObject.AddComponent<Light>();
light.type = LightType.Point;
light.color = lightColor;
light.range = 8;
light.intensity = 1;
bulletTrail = gameObject.AddComponent<LineRenderer>();
bulletTrail.SetVertexCount(2);
bulletTrail.SetPosition(0, transform.position);
bulletTrail.SetPosition(1, transform.position);
bulletTrail.SetWidth(tracerStartWidth, tracerEndWidth);
bulletTrail.material = new Material(Shader.Find("KSP/Particles/Alpha Blended"));
bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false);
bulletTrail.material.SetColor("_TintColor", projectileColor);
rigidbody.useGravity = false;
}
示例6: CreateLineMaker
public void CreateLineMaker(bool criticalLine) {
GameObject newLineMaker = (GameObject)Instantiate(lineMakerPrefab, Vector3.zero, Quaternion.identity);
newLineMaker.transform.parent = transform;
lineRenderer = newLineMaker.GetComponent<LineRenderer>();
lineRenderer.SetVertexCount(0);
vertices = new List<Vector3>();
}
示例7: Start
// Use this for initialization
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.SetVertexCount(trailResolution);
lineSegmentPositions = new Vector3[trailResolution];
lineSegmentVelocities = new Vector3[trailResolution];
facingDirection = GetDirection();
// Initialize our positions
for (int i = 0; i < lineSegmentPositions.Length; i++)
{
lineSegmentPositions[i] = new Vector3();
lineSegmentVelocities[i] = new Vector3();
if (i == 0)
{
// Set the first position to be at the base of the transform
lineSegmentPositions[i] = transform.position;
}
else
{
// All subsequent positions would be an offset of the original position.
lineSegmentPositions[i] = transform.position + (facingDirection * (offset * i));
}
}
}
示例8: connect
public void connect(FuzzyGUIElement a, FuzzyGUIElement b)
{
line = gameObject.AddComponent<LineRenderer>();
line.SetVertexCount(2);
this.a = a;
this.b = b;
}
示例9: Start
void Start()
{
// Link to LeanTouch events
LeanTouch.OnFingerDown += OnFingerDown;
LeanTouch.OnFingerUp += OnFingerUp;
LeanTouch.OnSoloDrag += OnSoloDrag;
LeanTouch.OnMultiDrag += OnMultiDrag;
currFinger = null;
// Initialize LineRenderer
lineGameObject = new GameObject("SlashLine");
lineGameObject.AddComponent<LineRenderer>();
lineRenderer = lineGameObject.GetComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Mobile/Particles/Additive"));
lineRenderer.SetColors(c0, c1);
lineRenderer.SetWidth(0.1f, 0f);
lineRenderer.SetVertexCount(0);
// Initialize other variables
i = 0;
slashing = false;
soloDragging = false;
currSoloDragDelta = Vector2.zero;
// Init GM ref
GM = GameObject.Find("GameManager").GetComponent<GameManager>();
}
示例10: Start
// Use this for initialization
void Start()
{
GameObject lockedCrosshairImage = new GameObject();
Image crossHairImage = lockedCrosshairImage.AddComponent<Image>();
crossHairImage.rectTransform.pivot = new Vector2(0.5f,0.5f);
crossHairImage.rectTransform.anchorMax = Vector2.zero;
crossHairImage.rectTransform.anchorMin = Vector2.zero;
crossHairImage.rectTransform.sizeDelta = new Vector2(64,64);
crossHairImage.raycastTarget = false;
crossHairImage.sprite = trackingCrosshair;
crossHairImage.color = Color.black;
crossHairImage.type = Image.Type.Filled;
crossHairImage.fillMethod = Image.FillMethod.Radial360;
crossHairImage.fillAmount = 0;
//TODO get reference to the correct canvas
Canvas canvas = GameObject.Find("Canvas").GetComponent<Canvas>();
crossHairImage.transform.SetParent(canvas.transform);
crossHairImage.transform.SetAsFirstSibling();
crossHairImage.transform.localScale = Vector3.one;
myTrackingCrosshair = crossHairImage;
myTargetingLine = myTrackingModule.gameObject.AddComponent<LineRenderer>();
myTargetingLine.useWorldSpace = true;
myTargetingLine.SetVertexCount(2);
myTargetingLine.SetPositions(new Vector3[]{Vector3.zero,Vector3.zero});
myTargetingLine.SetWidth(0.5f,0.5f);
myTargetingLine.SetColors(Color.red,Color.red);
myTargetingLine.enabled = false;
}
示例11: Start
void Start () {
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.SetColors(Color.red, Color.red);
lineRenderer.material = mat;
lineRenderer.SetWidth(0.1f, 0.1f);
lineRenderer.SetVertexCount(2);
}
示例12: Start
// Use this for initialization
void Start()
{
Transform images = this.transform.FindChild("images");
if (lastHatIdx == -1)
{
lastHatIdx = Random.Range(0, images.childCount);
}
grabRadius = 15f;// this.GetComponent<SphereCollider>().radius * 2;
line = this.transform.FindChild("line").GetComponent<LineRenderer>();
line.SetVertexCount(nLineVertices);
line.enabled = false;
//prevent subsequent duplicates
int newHatIdx = Random.Range(0, images.childCount);
if (newHatIdx == lastHatIdx)
{
newHatIdx = (newHatIdx + 1) % images.childCount;
}
lastHatIdx = newHatIdx;
images.GetChild(newHatIdx).gameObject.SetActive(true);
grabSound = Resources.Load("can") as AudioClip;
releaseSound = Resources.Load("click") as AudioClip;
}
示例13: Start
// Use this for initialization
void Start()
{
lr = GetComponent<LineRenderer>();
if (!customColor)
{
if (hit) col = new Color(0,1,1,0.35f);
if (!hit) col = new Color(1,0.5f,0,0.35f);
}
lr.SetColors(col,col);
float distance = Vector3.Distance(start,end);
Vector3 direction = (end-start).normalized;
int stepCount = Mathf.FloorToInt(distance / 0.5f);
points = new Vector3[stepCount];
moves = new Vector3[stepCount];
for (int i=0; i<stepCount; i++){
points[i] = start + (direction * i * 0.5f);
points[i] += new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread));
moves[i] = new Vector3(Random.Range(-Spread,Spread),Random.Range(-Spread,Spread),Random.Range(-Spread,Spread));
}
lr.SetVertexCount(points.Length+1);
for (int i=0; i<stepCount; i++){
lr.SetPosition(i,points[i]);
}
lr.SetPosition(points.Length,end);
//lr.SetPosition(0,start);
//lr.SetPosition(1,end);
}
示例14: Start
void Start () {
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.SetVertexCount(0);
lineRenderer.SetColors(Color.white, Color.white);
float sevenTwo = 72 * Mathf.Deg2Rad;
points = new List<GameObject>();
clearedPoints = new List<Vector3>();
for (int i = 0; i < 5; i++)
{
float ang = Mathf.PI * 3 / 2 + sevenTwo * i;
Vector3 pos = new Vector3(Mathf.Cos(ang), Mathf.Sin(ang), 0) * radius;
GameObject newPoint = GameObject.Instantiate(pentPoint);
newPoint.transform.position = pos;
newPoint.GetComponent<PentagramPointController>().controller = this;
points.Add(newPoint);
}
for (int i = 0; i < 5; i++)
{
points[i].GetComponent<PentagramPointController>().pair = points[(i + 3) % 5].GetComponent<PentagramPointController>();
}
points[0].GetComponent<PentagramPointController>().select(true);
}
示例15: Update
// Update is called once per frame
void Update()
{
line = transform.GetComponent<LineRenderer> ();
line.SetVertexCount (2);
line.SetPosition (0, gameObject.transform.position);
line.SetPosition (1, length.transform.position);
}