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C# UnityEngine.MeshRenderer类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中UnityEngine.MeshRenderer的典型用法代码示例。如果您正苦于以下问题:C# MeshRenderer类的具体用法?C# MeshRenderer怎么用?C# MeshRenderer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。



MeshRenderer类属于UnityEngine命名空间,在下文中一共展示了MeshRenderer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: init

 internal void init()
 {
     shipHull = GameObject.Find ("Hull").GetComponent<MeshRenderer>();
     shipFin = GameObject.Find ("Fin").GetComponent<MeshRenderer>();
     //			latestGO = Instantiate(Resources.Load("Textfield")) as GameObject;
     //			GameObject go = latestGO;
     //			go.name = "first";
     //
     //			TextMesh textMesh = go.GetComponent<TextMesh>();
     //			textMesh.text = "http://www.thirdmotion.com";
     //			textMesh.font.material.color = Color.red;
     //
     //			Vector3 localPosition = go.transform.localPosition;
     //			localPosition.x -= go.renderer.bounds.extents.x;
     //			localPosition.y += go.renderer.bounds.extents.y;
     //			go.transform.localPosition = localPosition;
     //
     //			Vector3 extents = Vector3.zero;
     //			extents.x = go.renderer.bounds.size.x;
     //			extents.y = go.renderer.bounds.size.y;
     //			extents.z = go.renderer.bounds.size.z;
     //			(go.collider as BoxCollider).size = extents;
     //			(go.collider as BoxCollider).center = -localPosition;
     //
     //			go.transform.parent = gameObject.transform;
     //
     //			go.AddComponent<ClickDetector>();
     //			ClickDetector clicker = go.GetComponent<ClickDetector>() as ClickDetector;
     //			clicker.clickSignal.AddListener(onClick);
     UpdateColor (Color.cyan);
 }
开发者ID:Danubian,项目名称:AwesomeWeekendHack,代码行数:31,代码来源:AwesomeSpaceShipView.cs


示例2: Awake

	// Use this for initialization
	void Awake () 
    {
        player = GameObject.FindGameObjectWithTag("Player");
        playerControl = player.GetComponent<playerControl>();
        som = gameObject.GetComponent<AudioSource>();
        bala = gameObject.GetComponent<MeshRenderer>();
	}
开发者ID:paulodgn,项目名称:humanity_Ambientes,代码行数:8,代码来源:playerGetBullets.cs


示例3: Init

 void Init(bool ForceNewMat = false)
 {
     if (spriteRenderer == null)
     {
         spriteRenderer = GetComponent<MeshRenderer>();
     }
     if (MaterialRef == null)
     {
         MaterialRef = (Material)Resources.Load("Materials/SpriteRepeat", typeof(Material));
     }
     if (materialInstance == null || ForceNewMat)
     {
         if (!Application.isPlaying)
         {
             materialInstance = new Material(MaterialRef);
             spriteRenderer.sharedMaterial = materialInstance;
         }
         else
             materialInstance = spriteRenderer.sharedMaterial;
     }
     if (materialInstance.mainTexture != TextureToRepeat)
     {
         materialInstance.mainTexture = TextureToRepeat;
     }
     FitScale();
 }
开发者ID:vizigr0u,项目名称:ggj2016,代码行数:26,代码来源:RepeatSprite.cs


示例4: PlayerModel

 public PlayerModel(
     Rigidbody rigidBody,
     MeshRenderer renderer)
 {
     _rigidBody = rigidBody;
     _renderer = renderer;
 }
开发者ID:Soren025,项目名称:Zenject,代码行数:7,代码来源:PlayerModel.cs


示例5: Start

    // Use this for initialization
    void Start()
    {
        _meshRend = GetComponent<MeshRenderer>();

        if(_meshRend != null)
            _meshRend.material = GameModel.Instance.GetRandomMaterial("poster");
    }
开发者ID:aimozs,项目名称:Scripts,代码行数:8,代码来源:Poster.cs


示例6: Awake

 void Awake()
 {
     text = GetComponent<TextMesh>();
     meshrenderer = GetComponent<MeshRenderer>();
     meshrenderer.sortingLayerName = "ui";
     meshrenderer.enabled = false;
 }
开发者ID:krylorz,项目名称:New-Space-Scavs-Repo,代码行数:7,代码来源:CarryableText.cs


示例7: DebugArrow

        public DebugArrow(Color color, bool seeThrough = false)
        {
            gameObject = new GameObject("DebugArrow");
            gameObject.layer = 15; // Change layer. Not reentry effect that way (TODO :  try 22)

            haft = CreateCone(1f, 0.05f, 0.05f, 0f, 20);
            haft.transform.parent = gameObject.transform;
            haft.transform.localRotation = Quaternion.Euler(90, 0, 0);
            haft.layer = 15;

            cone = CreateCone(coneLength, 0.15f, 0f, 0f, 20);
            cone.transform.parent = gameObject.transform;
            cone.transform.localRotation = Quaternion.Euler(90, 0, 0);
            cone.layer = 15;

            SetLength(4);

            _haftMeshRenderer = haft.AddComponent<MeshRenderer>();
            _coneMeshRenderer = cone.AddComponent<MeshRenderer>();

            _haftMeshRenderer.material.color = color;
            _haftMeshRenderer.castShadows = false;
            _haftMeshRenderer.receiveShadows = false;

            _coneMeshRenderer.material.color =  color;
            _coneMeshRenderer.castShadows = false;
            _coneMeshRenderer.receiveShadows = false;

            SeeThrough(seeThrough);
        }
开发者ID:bruchpilotxxl,项目名称:MechJeb2,代码行数:30,代码来源:MechJebModuleDebugArrows.cs


示例8: Start

	void Start() 
	{
        moveComponent = gameObject.GetComponent<PSMoveController>();
        rendererComponent = gameObject.GetComponent<MeshRenderer>();

        // Button Pressed callbacks
        moveComponent.OnButtonTrianglePressed += move_OnButtonTrianglePressed;
        moveComponent.OnButtonCirclePressed += move_OnButtonCirclePressed;
        moveComponent.OnButtonCrossPressed += move_OnButtonCrossPressed;
        moveComponent.OnButtonSquarePressed += move_OnButtonSquarePressed;
        moveComponent.OnButtonSelectPressed += move_OnButtonSelectPressed;
        moveComponent.OnButtonStartPressed += move_OnButtonStartPressed;
        moveComponent.OnButtonPSPressed += move_OnButtonPSPressed;
        moveComponent.OnButtonMovePressed += move_OnButtonMovePressed;

        // Button Release callbacks
        moveComponent.OnButtonTriangleReleased += move_OnButtonTriangleReleased;
        moveComponent.OnButtonCircleReleased += move_OnButtonCircleReleased;
        moveComponent.OnButtonCrossReleased += move_OnButtonCrossReleased;
        moveComponent.OnButtonSquareReleased += move_OnButtonSquareReleased;
        moveComponent.OnButtonSelectReleased += move_OnButtonSelectReleased;
        moveComponent.OnButtonStartReleased += move_OnButtonStartReleased;
        moveComponent.OnButtonPSReleased += move_OnButtonPSReleased;
        moveComponent.OnButtonMoveReleased += move_OnButtonMoveReleased;

        // Don't show the controller model until we get tracking
        if (HideWhenUntracked && rendererComponent != null)
        {
            rendererComponent.enabled = false;
        }
    }
开发者ID:provencher,项目名称:psmove-unity5,代码行数:31,代码来源:PSMoveTest.cs


示例9: ManualUpdate

    public void ManualUpdate(Mesh mesh, Material material, Quaternion rotation)
    {
        if (Ring != null)
        {
            if (MeshFilter == null) MeshFilter = gameObject.AddComponent<MeshFilter>();

            if (MeshRenderer == null) MeshRenderer = gameObject.AddComponent<MeshRenderer>();

            if (MeshFilter.sharedMesh != mesh)
            {
                SgtHelper.BeginStealthSet(MeshFilter);
                {
                    MeshFilter.sharedMesh = mesh;
                }
                SgtHelper.EndStealthSet();
            }

            if (MeshRenderer.sharedMaterial != material)
            {
                SgtHelper.BeginStealthSet(MeshRenderer);
                {
                    MeshRenderer.sharedMaterial = material;
                }
                SgtHelper.EndStealthSet();
            }

            SgtHelper.SetLocalRotation(transform, rotation);
        }
    }
开发者ID:JasonSlingsCode,项目名称:Mindjammer,代码行数:29,代码来源:SgtRingSegment.cs


示例10: Awake

    void Awake()
    {
        Cursor = transform.Find("Cursor").gameObject;

        CursorMeshRenderer = Cursor.transform.GetComponentInChildren<MeshRenderer>();
        CursorMeshRenderer.renderer.material.color = new Color(0.0f, 0.8f, 1.0f);
    }
开发者ID:conlan,项目名称:altspacevr-project-unity-cursor,代码行数:7,代码来源:SphericalCursorModule.cs


示例11: OnEnable

        void OnEnable()
        {
            foreach(Transform child in transform)
            {
                //Search for child Loading Background to get the mesh renderer for the background texture
                if(child.name == "Loading Background")
                {
                    m_MeshRenderer = child.GetComponent<MeshRenderer>();
                }
                if(child.name == "Loading Percent")
                {
                    m_LoadingText = child.GetComponent<TextMesh>();
                }
            }

            if(m_MeshRenderer == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Background\' and a \'MeshRenderer\' component.");
                gameObject.SetActive(false);
                return;
            }
            if(m_LoadingText == null)
            {
                Debug.LogError("Missing a gameobject with the name \'Loading Text\' and a \'TextMesh\' component.");
                gameObject.SetActive(false);
                return;
            }
            Material material = new Material(m_MeshRenderer.sharedMaterial);
            material.SetTexture("_MainTex", m_TextureToDisplay);
            m_MeshRenderer.material = material;
        }
开发者ID:NathanSaidas,项目名称:OnLooker_Unity,代码行数:31,代码来源:LoadScreen.cs


示例12: Start

 // Use this for initialization
 void Start()
 {
     particles = GetComponent<ParticleSystem>();
     sprite = transform.Find("default").gameObject.GetComponent<MeshRenderer>();
     particles.Stop();
     particles.enableEmission = false;
 }
开发者ID:ragingRobot,项目名称:LD30,代码行数:8,代码来源:Capsule.cs


示例13: Start

	// Use this for initialization
	void Start () 
	{
		rend = GetComponent<MeshRenderer> ();
		oldColor = rend.sharedMaterial.color;
		transparentColor = new Color (oldColor.r, oldColor.g, oldColor.b, opacityLevel);

	}
开发者ID:pencilking2002,项目名称:TOF_Movement_Protype,代码行数:8,代码来源:TransparentLogic.cs


示例14: FRenderLayer

    public FRenderLayer(FStage stage, FAtlas atlas, FShader shader)
    {
        _stage = stage;

        _atlas = atlas;
        _shader = shader;

        _expansionAmount = Futile.quadsPerLayerExpansion;
        _maxEmptyQuads = Futile.maxEmptyQuadsPerLayer;

        batchIndex = atlas.index*10000 + shader.index;

        _gameObject = new GameObject("FRenderLayer ("+_stage.name+")");
        _transform = _gameObject.transform;

        _transform.parent = Futile.instance.gameObject.transform;

        _meshFilter = _gameObject.AddComponent<MeshFilter>();
        _meshRenderer = _gameObject.AddComponent<MeshRenderer>();
        _meshRenderer.castShadows = false;
        _meshRenderer.receiveShadows = false;

        _mesh = _meshFilter.mesh;

        _material = new Material(_shader.shader);
        _material.mainTexture = _atlas.texture;

        _meshRenderer.renderer.material = _material;

        _gameObject.active = false;

        ExpandMaxQuadLimit(Futile.startingQuadsPerLayer);

        UpdateTransform();
    }
开发者ID:HaKDMoDz,项目名称:awayteam,代码行数:35,代码来源:FRenderLayer.cs


示例15: ManualUpdate

    public void ManualUpdate(Mesh mesh, Material material)
    {
        if (Jovian != null)
        {
            if (MeshFilter == null) MeshFilter = gameObject.AddComponent<MeshFilter>();

            if (MeshRenderer == null) MeshRenderer = gameObject.AddComponent<MeshRenderer>();

            if (MeshFilter.sharedMesh != mesh)
            {
                SgtHelper.BeginStealthSet(MeshFilter);
                {
                    MeshFilter.sharedMesh = mesh;
                }
                SgtHelper.EndStealthSet();
            }

            if (MeshRenderer.sharedMaterial != material)
            {
                SgtHelper.BeginStealthSet(MeshRenderer);
                {
                    MeshRenderer.sharedMaterial = material;
                }
                SgtHelper.EndStealthSet();
            }
        }
    }
开发者ID:Battlespud,项目名称:ducking-octo-shame,代码行数:27,代码来源:SgtJovianModel.cs


示例16: enableObject

 public void enableObject(int index)
 {
     gameObject.SetActive(true);
     mr = GetComponent<MeshRenderer>();
     mr.material = mats[index];
     enabledcard = true;
 }
开发者ID:niguerrac,项目名称:UnityUI,代码行数:7,代码来源:rippleSharp.cs


示例17: Update

    // Update is called once per frame
    void Update()
    {
        if(player == null)
            player = GameObject.FindGameObjectWithTag("Player");

        Vector3 dest = player.transform.position;
        dest.z += 20;
        Ray ray = new Ray(gameObject.transform.position, (player.gameObject.transform.position - gameObject.transform.position).normalized);
        RaycastHit hit;

        //Reset old materials. This will be overriden if the renderer is still being hit.
        if(oldRenderer != null)
            oldRenderer.material = originalMaterial;

        int layermask = 1 << 10;

        if(Physics.Raycast(ray, out hit, 10000, layermask)){
            MeshCollider collider = (MeshCollider) hit.collider;
            if(collider != null){
                MeshRenderer renderer = collider.gameObject.GetComponent(typeof(MeshRenderer)) as MeshRenderer;
                renderer.material = transparentMaterial;
                oldRenderer = renderer;
            }
        }
    }
开发者ID:DanOpdyke,项目名称:SpitfinityDan-v2,代码行数:26,代码来源:BuildingOpacityScript.cs


示例18: Start

 protected override void Start()
 {
     base.Start();
     laserMesh = transform.FindChild("Laser").gameObject.GetComponent<MeshRenderer>();
     laserCollider = transform.FindChild("Laser").gameObject.GetComponent<BoxCollider>();
     mirrorSync = GetComponent<spt_mirrorSync>();
 }
开发者ID:misterplatt,项目名称:Shackle-170,代码行数:7,代码来源:spt_mirror.cs


示例19: CreateInstance

    public override Image CreateInstance()
    {
        var trackerObj = new GameObject(string.Format("{0}_Tracker", transform.name));
        var trackerImg = trackerObj.AddComponent<Image>();

        trackerImg.rectTransform.pivot = new Vector2(0.5f, 0.5f);
        trackerImg.color = new Color(1f, 1f, 1f, 1f);

        _arrowSprite = ArrowSprite;

        trackerImg.SetNativeSize();

        _imageInstance = trackerImg;
        _imageInstance.color = TrackerColor;
        _width = _imageInstance.rectTransform.rect.width;

        _trackerPlaneInstance = Instantiate(TrackerPlanePrefab);
        _trackerPlaneRenderer = _trackerPlaneInstance.GetComponent<MeshRenderer>();

        _isVisible = false;
        SetAlpha(0f);
        _lastDistanceSquared = Mathf.Infinity;

        return trackerImg;
    }
开发者ID:talford2,项目名称:SpaceX,代码行数:25,代码来源:CollectibleTracker.cs


示例20: ManualUpdate

    public void ManualUpdate()
    {
        if (Group != null)
        {
            if (MeshFilter == null) MeshFilter = gameObject.AddComponent<MeshFilter>();

            if (MeshRenderer == null) MeshRenderer = gameObject.AddComponent<MeshRenderer>();

            if (MeshFilter.sharedMesh != Mesh)
            {
                SgtHelper.BeginStealthSet(MeshFilter);
                {
                    MeshFilter.sharedMesh = Mesh;
                }
                SgtHelper.EndStealthSet();
            }

            if (MeshRenderer.sharedMaterial != Group.Material)
            {
                SgtHelper.BeginStealthSet(MeshRenderer);
                {
                    MeshRenderer.sharedMaterial = Group.Material;
                }
                SgtHelper.EndStealthSet();
            }
        }
    }
开发者ID:Battlespud,项目名称:ducking-octo-shame,代码行数:27,代码来源:SgtBeltModel.cs



注:本文中的UnityEngine.MeshRenderer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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C# UnityEngine.MonoBehaviour类代码示例发布时间:2022-05-26
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