本文整理汇总了C#中UnityEngine.Renderer类的典型用法代码示例。如果您正苦于以下问题:C# Renderer类的具体用法?C# Renderer怎么用?C# Renderer使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Renderer类属于UnityEngine命名空间,在下文中一共展示了Renderer类的20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,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: InstantiateDirectionIndicator
private GameObject InstantiateDirectionIndicator(GameObject directionIndicator)
{
if (directionIndicator == null)
{
return null;
}
GameObject indicator = Instantiate(directionIndicator);
// Set local variables for the indicator.
directionIndicatorDefaultRotation = indicator.transform.rotation;
directionIndicatorRenderer = indicator.GetComponent<Renderer>();
// Start with the indicator disabled.
directionIndicatorRenderer.enabled = false;
// Remove any colliders and rigidbodies so the indicators do not interfere with Unity's physics system.
foreach (Collider collider in indicator.GetComponents<Collider>())
{
Destroy(collider);
}
foreach (Rigidbody rigidBody in indicator.GetComponents<Rigidbody>())
{
Destroy(rigidBody);
}
Material indicatorMaterial = directionIndicatorRenderer.material;
indicatorMaterial.color = DirectionIndicatorColor;
indicatorMaterial.SetColor("_TintColor", DirectionIndicatorColor);
return indicator;
}
开发者ID:OpenHID,项目名称:InteractivePaint,代码行数:33,代码来源:DirectionIndicator.cs
示例2: OnStart
public override void OnStart(PartModule.StartState state)
{
Flap = part.FindModelTransform(flapTransform);
cachedRenderer = Flap.gameObject.GetComponent<Renderer>();
if (FlapActive != false)
ToggleFlaps();
}
开发者ID:Crzyrndm,项目名称:ProceduralWings,代码行数:7,代码来源:FlapToggler.cs
示例3: SetupMaterialPropertyBlock
public static void SetupMaterialPropertyBlock(MaterialProperty materialProp, int changedMask, Renderer target)
{
MaterialPropertyBlock materialPropertyBlock = new MaterialPropertyBlock();
target.GetPropertyBlock(materialPropertyBlock);
materialProp.WriteToMaterialPropertyBlock(materialPropertyBlock, changedMask);
target.SetPropertyBlock(materialPropertyBlock);
}
开发者ID:BlakeTriana,项目名称:unity-decompiled,代码行数:7,代码来源:MaterialAnimationUtility.cs
示例4: MaterialCache
public MaterialCache(Renderer renderer)
{
if(renderer as SpriteRenderer)
{
return;
}
List<Material> l_materialList = new List<Material>();
foreach(Material material in renderer.sharedMaterials)
{
Material materialInstance = null;
if(material)
{
materialInstance = GameObject.Instantiate<Material>(material);
materialInstance.hideFlags = HideFlags.DontSave;
materialInstance.shader = Shader.Find("Sprites/Default");
}
l_materialList.Add(materialInstance);
}
m_Materials = l_materialList.ToArray();
renderer.sharedMaterials = materials;
}
开发者ID:Kundara,项目名称:project1,代码行数:27,代码来源:MaterialCache.cs
示例5: Awake
protected virtual void Awake()
{
MeshRenderer = GetComponent<MeshRenderer>();
Renderer = GetComponent<Renderer>();
Collider = GetComponent<Collider>();
ParticleSystem = GetComponent<ParticleSystem>();
}
开发者ID:ai-ry,项目名称:orbit,代码行数:7,代码来源:CachedBehavior.cs
示例6: Awake
void Awake()
{
trans = GetComponent<Transform>();
rend = GetComponent<Renderer>();
col = GetComponent<Collider>();
gc = GameController.Instance;
}
开发者ID:DevelopVladimir,项目名称:SpheresHunt,代码行数:7,代码来源:SphereController.cs
示例7: Start
void Start()
{
bout = transform.GetChild(0).GetComponent<Renderer>();
centre = transform.GetChild(1).GetComponent<Renderer>();
pointe = transform.GetChild(2).GetComponent<Renderer>();
reset();
}
开发者ID:CanPayU,项目名称:SuperSwungBall,代码行数:7,代码来源:FlecheController.cs
示例8: AttachToTarget
/// <summary>
/// Attaches this object to 'attachTarget' at 'point'
/// </summary>
/// <param name="point">Point to attach to.</param>
/// <param name="attachTarget">Target object.</param>
protected void AttachToTarget () {
targetRenderer = attachTarget.GetComponent<Renderer>();
targetBounds = targetRenderer.bounds;
targetPosition = attachTarget.transform.position;
float width = targetBounds.size.x;
float height = targetBounds.size.y;
float attachTargetX = targetPosition.x;
float attachTargetY = targetPosition.y;
//NOTE (aaron): Ideally this would be independent of anchor/pivot position, but I cannot find a way to abstract
//the local relative position of this position within the object. Therefore, this currently only works for objects
//with centered pivots.
switch (attachPoint) {
case AttachPoint.BottomLeft:
transform.position = new Vector3(attachTargetX - width / 2, attachTargetY - height / 2, 0);
break;
case AttachPoint.BottomRight:
transform.position = new Vector3(attachTargetX + width / 2, attachTargetY - height / 2, 0);
break;
case AttachPoint.TopLeft:
transform.position = new Vector3(attachTargetX - width / 2, attachTargetY + height / 2, 0);
break;
case AttachPoint.TopRight:
transform.position = new Vector3(attachTargetX + width / 2, attachTargetY + height / 2, 0);
break;
case AttachPoint.BottomCenter:
transform.position = new Vector3(attachTargetX, attachTargetY - height / 2, 0);
break;
case AttachPoint.TopCenter:
transform.position = new Vector3(attachTargetX, attachTargetY + height / 2, 0);
break;
}
}
开发者ID:Executable-Games,项目名称:We-Havent-Picked-A-Name,代码行数:38,代码来源:Attach.cs
示例9: Init
void Init()
{
if (m_renderer == null) {
m_renderer = gameObject.GetComponent<Renderer>();
m_position = gameObject.transform.localPosition;
}
}
开发者ID:greggman,项目名称:hft-unity-gamepad,代码行数:7,代码来源:ExampleCharacterSelectPlayer.cs
示例10: Start
private void Start()
{
_rigidbody = GetComponent<Rigidbody2D>();
_renderer = GetComponent<SpriteRenderer>();
_controller.Jump += Jump;
}
开发者ID:shredder2500,项目名称:GlobalGameJam2016,代码行数:7,代码来源:Entity.cs
示例11: Awake
private void Awake()
{
myRenderer = GetComponentInChildren<Renderer> ();
originalTexture = myRenderer.material.mainTexture;
SetStartPosition (startPosition);
InitMapObjectType();
}
开发者ID:juliancruz87,项目名称:madbricks,代码行数:7,代码来源:MapObject.cs
示例12: Awake
void Awake()
{
this.grid = transform.parent.parent.GetComponent<Grid> ();
renderer = GetComponent<Renderer> ();
randomize = false; // to set baseColor
renderer.material.color = baseColor;
}
开发者ID:s33hunt,项目名称:3D-noise-world,代码行数:7,代码来源:Grid.cs
示例13: Start
void Start()
{
r = HandTarget.GetComponent<Renderer>();
rbd = GetComponent<Rigidbody>();
rbd.useGravity = false;
tossModule = GetComponent<PlayerTossModule> ();
}
开发者ID:foundway,项目名称:EarlyBeeAR,代码行数:7,代码来源:Player.cs
示例14: ExportToFile
public static void ExportToFile(Mesh mesh, Renderer renderer, string filename, bool uselhcoords = true) {
if (string.IsNullOrEmpty (filename))
return;
using (StreamWriter sw = new StreamWriter(filename)) {
sw.Write(ExportToString(mesh, ref renderer, uselhcoords));
}
}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:7,代码来源:FbxTools.cs
示例15: ApplyMaterialModificationToAnimationRecording
public static bool ApplyMaterialModificationToAnimationRecording(MaterialProperty materialProp, int changedMask, Renderer target, object oldValue)
{
switch (materialProp.type)
{
case MaterialProperty.PropType.Color:
SetupMaterialPropertyBlock(materialProp, changedMask, target);
ApplyMaterialModificationToAnimationRecording(materialProp, target, (Color) oldValue);
return true;
case MaterialProperty.PropType.Vector:
SetupMaterialPropertyBlock(materialProp, changedMask, target);
ApplyMaterialModificationToAnimationRecording(materialProp, target, (Color) ((Vector4) oldValue));
return true;
case MaterialProperty.PropType.Float:
case MaterialProperty.PropType.Range:
SetupMaterialPropertyBlock(materialProp, changedMask, target);
ApplyMaterialModificationToAnimationRecording(materialProp, target, (float) oldValue);
return true;
case MaterialProperty.PropType.Texture:
{
if (!MaterialProperty.IsTextureOffsetAndScaleChangedMask(changedMask))
{
return false;
}
string name = materialProp.name + "_ST";
SetupMaterialPropertyBlock(materialProp, changedMask, target);
ApplyMaterialModificationToAnimationRecording(name, target, (Vector4) oldValue);
return true;
}
}
return false;
}
开发者ID:CarlosHBC,项目名称:UnityDecompiled,代码行数:34,代码来源:MaterialAnimationUtility.cs
示例16: ExportToString
public static string ExportToString (Mesh mesh, ref Renderer renderer, bool uselhcoords = true){
#if UNITY_EDITOR
EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Writing header", 0f);
#endif
string documenttext = "; FBX 6.1.0 project file\n; Copyright (C) 1997-2008 Autodesk Inc. and/or its licensors.\n; All rights reserved.\n; ----------------------------------------------------\n\n";
documenttext += FBXHeaderExtensionNode ();
documenttext += "\n\n; Object definitions\n;------------------------------------------------------------------\n\n";
documenttext += DefinitionsNode (ref mesh, ref renderer).ToString();
documenttext += "\n\n; Object properties\n;------------------------------------------------------------------\n\n";
string skinmodelnodes = "", defnodes = "", posenode = "";
if (renderer.GetType() == typeof(SkinnedMeshRenderer)){
#if UNITY_EDITOR
EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Parsing skinning data", 0.33f);
#endif
SkinnedMeshRenderer skmr = renderer as SkinnedMeshRenderer;
skinmodelnodes = SkinnedModelNodes(ref skmr);
defnodes = DeformationNodes(ref mesh, ref skmr);
posenode = PoseNode(ref mesh);
}
#if UNITY_EDITOR
EditorUtility.DisplayProgressBar("EJM Software FBX Exporter", "Writing mesh data", 0.66f);
#endif
documenttext += ObjectsNode (ModelNodes (ref mesh, uselhcoords) + skinmodelnodes, MaterialNodes (ref renderer), TextureNodes(ref renderer), defnodes, posenode, GlobalSettingsNode ().ToString());
documenttext += "\n\n; Object connections\n;------------------------------------------------------------------\n\n";
documenttext += ConnectionsNode (ref mesh, ref renderer).ToString();
documenttext += "\n\n;Version 5 settings\n;------------------------------------------------------------------\n\n";
documenttext += Version5Node ();
#if UNITY_EDITOR
EditorUtility.ClearProgressBar();
#endif
return documenttext;
}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:32,代码来源:FbxTools.cs
示例17: UpdateMeshData
protected override void UpdateMeshData(bool forceUpdate = false)
{
if (_meshRenderer == null || _meshFilter == null || IsPartOfStaticBatch)
return;
if (GameSpriteRenderer != null && (GameSpriteRenderer != _oldGameSpriteRenderer || forceUpdate ||
(_oldUnitySprite != null && _oldUnitySprite.sprite != null && _oldUnitySprite.sprite != Sprite) ||
(_oldCustomSprite != null && _oldCustomSprite.Sprite != null && _oldCustomSprite.Sprite != Sprite)))
{
_oldGameSpriteRenderer = GameSpriteRenderer;
_oldCustomSprite = GameSpriteRenderer.GetComponent<CustomSprite>();
if (_oldCustomSprite != null)
{
Sprite = _oldCustomSprite.Sprite;
}
else
{
_oldUnitySprite = GameSpriteRenderer.GetComponent<SpriteRenderer>();
if (_oldUnitySprite != null)
Sprite = _oldUnitySprite.sprite;
}
Material.EnableKeyword("NORMAL_TEXCOORD");
}
if (_oldSecondaryColor != AdditiveColor || forceUpdate)
{
UpdateSecondaryColor();
_isMeshDirty = true;
_oldSecondaryColor = AdditiveColor;
}
base.UpdateMeshData(forceUpdate);
}
开发者ID:Elendow,项目名称:GGJ2016,代码行数:35,代码来源:LightObstacleSprite.cs
示例18: ExportToString
public static string ExportToString (Mesh mesh, Renderer renderer, bool uselhcoords = true, bool separateSubmeshes = true){
Material[] mats = renderer.sharedMaterials;
// Initiation
StringBuilder sb = new StringBuilder();
//Header
sb.Append("o ").Append("Plane").Append("\n");
foreach(Vector3 v in mesh.vertices) {
sb.Append(string.Format("v {0:0.000000} {1:0.000000} {2:0.000000}\n",(uselhcoords?-v.x:v.x),v.y,v.z));
}
sb.Append("\n");
foreach(Vector3 v in mesh.normals) {
sb.Append(string.Format("vn {0:0.000000} {1:0.000000} {2:0.000000}\n",v.x,v.y,v.z));
}
sb.Append("\n");
foreach(Vector3 v in mesh.uv) {
sb.Append(string.Format("vt {0:0.000000} {1:0.000000}\n",v.x,v.y));
}
for (int material=0; material < mesh.subMeshCount; material ++) {
sb.Append("\n");
if (separateSubmeshes){
sb.Append("g ").Append(mats[material].name).Append("\n");
}
sb.Append("usemtl ").Append(mats[material].name).Append("\n");
sb.Append("usemap ").Append(mats[material].name).Append("\n");
int[] triangles = mesh.GetTriangles(material);
for (int i=0;i<triangles.Length;i+=3) {
sb.Append(string.Format("f {0}/{0}/{0} {1}/{1}/{1} {2}/{2}/{2}\n",
triangles[(uselhcoords?i+1:i)]+1, triangles[(uselhcoords?i:i+1)]+1, triangles[i+2]+1));
}
}
return sb.ToString();
}
开发者ID:anteaterho,项目名称:SpoutTestTemp,代码行数:33,代码来源:ObjTools.cs
示例19: Start
void Start(){
if(cursorIndicatorMode!=_CursorIndicatorMode.None){
if(indicatorBuildPoint!=null){
indicatorBuildPoint=(GameObject)Instantiate(indicatorBuildPoint);
indicatorBuildPoint.transform.localScale=new Vector3(gridSize, 1, gridSize);
indicatorBuildPoint.transform.parent=transform;
indicatorBuildPoint.SetActive(false);
indicatorCursor.name="TileIndicator_BuildPoint";
foreach(Transform child in indicatorBuildPoint.transform)
indicatorBuildPointRen=child.GetComponent<Renderer>();
}
if(indicatorCursor!=null){
indicatorCursor=(GameObject)Instantiate(indicatorCursor);
indicatorCursor.transform.localScale=new Vector3(gridSize, 1, gridSize);
indicatorCursor.transform.parent=transform;
indicatorCursor.SetActive(false);
indicatorCursor.name="TileIndicator_Cursor";
foreach(Transform child in indicatorCursor.transform)
indicatorCursorRen=child.GetComponent<Renderer>();
}
}
InitiateSampleTowerList();
}
开发者ID:jrobison93,项目名称:Museum-of-Aviation-Exhibit,代码行数:27,代码来源:BuildManager.cs
示例20: OnAssignMaterialModel
public void OnAssignMaterialModel (Material material, Renderer renderer) {
if (importer == null) return;
importer.assetPostprocessor = this;
importer.assetImporter = this.assetImporter;
importer.assetPath = this.assetPath;
importer.AssetGraphOnAssignMaterialModel(material, renderer);
}
开发者ID:ChelseaLing,项目名称:AssetGraph,代码行数:7,代码来源:InternalImporter.cs
注:本文中的UnityEngine.Renderer类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,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。 |
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