本文整理汇总了C#中UnityEngine.LineRenderer类的典型用法代码示例。如果您正苦于以下问题:C# LineRenderer类的具体用法?C# LineRenderer怎么用?C# LineRenderer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。
LineRenderer类属于UnityEngine命名空间,在下文中一共展示了LineRenderer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: Awake
void Awake()
{
m_linerenderer = GetComponent<LineRenderer>();
m_points = new List<Vector3>();
m_camera = Camera.main;
m_toCommence = true;
}
开发者ID:kreeds,项目名称:TestProjectDemo,代码行数:7,代码来源:LineListener.cs
示例2: Update
// Update is called once per frame
void Update()
{
lineRenderer = GetComponent<LineRenderer>();
//Vector3 pos = new Vector3(mob.Health/maxHealth,0,0);
//lineRenderer.SetPosition(0, pos);
}
开发者ID:GuBaDa,项目名称:SuperGreatGame,代码行数:8,代码来源:HPBarMob.cs
示例3: Start
// Use this for initialization
void Start()
{
lineRend = GetComponent<LineRenderer>();
endPositionExtended = endPos.localPosition;
var audios = GetComponents<AudioSource>();
audio = audios [0];
}
开发者ID:CaptainStouf,项目名称:TheKinectAwakens,代码行数:8,代码来源:lightsabers.cs
示例4: Awake
// Use this for initialization
void Awake () {
ignoreCollisionList = new List<Collider2D>();
rigid = GetComponent<Rigidbody2D>();
ball = this.gameObject.AddComponent<PolygonCollider2D>();
ball.sharedMaterial = ballPhysicsMat;
rend = GetComponent<LineRenderer>();
Vector2[] points = new Vector2[2 * (numSides + 1)];
rend.SetVertexCount(numSides + 1);
float visualRadius = (outerRadius + innerRadius) / 2;
rend.SetWidth(outerRadius - innerRadius, outerRadius - innerRadius);
// inner points
for (int i = 0; i <= numSides; i++)
{
float angle = TwoPI * i / numSides;
Vector2 direction = new Vector2(Mathf.Cos(angle), Mathf.Sin(angle));
points[i] = innerRadius * direction;
rend.SetPosition(i, visualRadius * direction);
}
// outer points
for (int i = numSides + 1; i < points.Length; i++)
{
float angle = TwoPI * i / numSides;
points[i] = new Vector2(outerRadius * Mathf.Cos(angle), outerRadius * Mathf.Sin(angle));
}
ball.points = points;
}
开发者ID:AlbearKamoo,项目名称:Witches-vs-Aliens-2015-2016,代码行数:36,代码来源:HampsterBall.cs
示例5: Start
void Start()
{
if ( !tr ) tr = transform;
lRenderer = tr.GetComponent<LineRenderer>();
ChoseNewAnimationTargetCoroutine();
}
开发者ID:neozman,项目名称:JunctionBox,代码行数:7,代码来源:LaserScope.cs
示例6: Start
void Start ()
{
isActive = false;
spaceCraftHelper = new GameObject[numOfHelpers];
planetHelper = new GameObject[numOfHelpers];
for (int i = 0; i < numOfHelpers; i++) {
spaceCraftHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject;
spaceCraftHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize);
spaceCraftHelper [i].SetActive (isActive);
}
for (int i = 0; i < numOfHelpers; i++) {
planetHelper [i] = Instantiate (Resources.Load ("Prefabs/Helper") as GameObject) as GameObject;
planetHelper [i].transform.localScale = new Vector3 (helperSize, helperSize, helperSize);
planetHelper [i].SetActive (isActive);
}
earth = GameObject.Find ("Earth");
poEarth = earth.GetComponent<PlanetaryOrbit> ();
lineRendererLength = 40;
line = gameObject.GetComponent<LineRenderer> () as LineRenderer;
line.material = Resources.Load ("Materials/LineAux") as Material;
line.SetWidth (5f, 5f);
line.SetVertexCount (lineRendererLength);
}
开发者ID:hybrid1969,项目名称:SolarSystemSimulatorGame,代码行数:27,代码来源:AuxOrbit.cs
示例7: Start
// Use this for initialization
void Start()
{
ln = GetComponent<LineRenderer> ();
aud = GetComponent<AudioSource> ();
wave = new float[samples];
ln.SetVertexCount (wave.Length);
}
开发者ID:dlobser,项目名称:beach,代码行数:8,代码来源:audioToLine.cs
示例8: Awake
void Awake()
{
//lane = 1;
particles = transform.GetChild (0).gameObject.GetComponent<ParticleSystem> ();
beam = transform.GetChild (1).gameObject.GetComponent<ParticleSystem> ();
line = transform.GetChild (2).gameObject.GetComponent<LineRenderer> ();
inLaserSequence = false;
inSplitSequence = false;
isActive = true;
startFadeOut = false;
startFadeIn = false;
line.sortingLayerName = "Explosion/Fizz";
transform.position += Vector3.up * -(lane - 2);
if (Team == "Blue") {
particles.transform.position = GameObject.FindGameObjectWithTag ("BlueBase").transform.position + Vector3.up * -(lane - 2);
} else if (Team == "Red") {
particles.transform.position = GameObject.FindGameObjectWithTag ("RedBase").transform.position + Vector3.up * -(lane - 2);
}
particles.Play ();
Invoke ("beginBeam", 0.5f);
Invoke ("drawLine", 1);
Invoke ("setLooping", 2);
Invoke ("setInactive", 1.5f);
Invoke ("destroy", 3);
Debug.Log (particles.gameObject.transform.position);
}
开发者ID:Avekeez,项目名称:Space-Wars-Unity,代码行数:28,代码来源:LaserLogic.cs
示例9: 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;
}
开发者ID:kevincoggins,项目名称:BDArmory,代码行数:25,代码来源:BahaTurretBullet.cs
示例10: Start
void Start()
{
startTime = Time.time;
prevPosition = gameObject.transform.position;
Light light = gameObject.AddComponent<Light>();
light.type = LightType.Point;
light.range = 15;
light.intensity = 8;
audioSource = gameObject.AddComponent<AudioSource>();
audioSource.minDistance = 0.1f;
audioSource.maxDistance = 75;
audioSource.clip = GameDatabase.Instance.GetAudioClip("BDArmory/Sounds/shellWhistle");
audioSource.volume = Mathf.Sqrt(GameSettings.SHIP_VOLUME);// * 0.85f;
audioSource.dopplerLevel = 0.02f;
explosion = GameDatabase.Instance.GetModel("BDArmory/Models/explosion/explosion");
explosion.SetActive(true);
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/Additive"));
bulletTrail.material.mainTexture = GameDatabase.Instance.GetTexture("BDArmory/Textures/bullet", false);
bulletTrail.material.SetColor("_TintColor", projectileColor);
rigidbody.useGravity = false;
}
开发者ID:kevincoggins,项目名称:BDArmory,代码行数:33,代码来源:CannonShell.cs
示例11: Start
// Use this for initialization
void Start()
{
line = GetComponent<LineRenderer>();
SpriteRenderer spriteRenderer = GetComponent<SpriteRenderer>();
line.sortingLayerID = spriteRenderer.sortingLayerID;
line.sortingOrder = spriteRenderer.sortingOrder;
}
开发者ID:denjin,项目名称:Castles,代码行数:8,代码来源:LineManager.cs
示例12: 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;
}
开发者ID:TAPeri,项目名称:WordsMatter,代码行数:27,代码来源:LineDragNDraw.cs
示例13: Awake
void Awake()
{
playerController = GameObject.FindGameObjectWithTag ("Player").GetComponent<PlayerController> ();
ShotSpawnPos = GameObject.FindGameObjectWithTag("ShotSpawn");
ShootableMask = LayerMask.GetMask ("Shootable"); // get a reference to the shootable mask
ShotLine = ShotSpawnPos.GetComponent<LineRenderer> (); // get reference to the line AKA bullet
}
开发者ID:mrkennyschafer,项目名称:Meditational_Gaming,代码行数:7,代码来源:FireWeapons.cs
示例14: Start
void Start()
{
line = GetComponent<LineRenderer>();
line.SetVertexCount(2);
line.GetComponent<LineRenderer>().material = lineMaterial;
line.SetWidth(0.1f, 0.1f);
}
开发者ID:KeijiKimura,项目名称:Calypso,代码行数:7,代码来源:RayGun.cs
示例15: 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);
}
开发者ID:TillusB,项目名称:GyroscopeGame,代码行数:29,代码来源:PfadBehaviour.cs
示例16: Start
void Start () {
input = GameObject.FindWithTag ("InputControl").GetComponent<InputControl> ();
god = GameObject.FindWithTag ("GameController").GetComponent<God> ();
intensityText = GameObject.Find("Intensity");
line = gameObject.GetComponent<LineRenderer> ();
line.enabled = false;
}
开发者ID:NoaAka,项目名称:P6,代码行数:7,代码来源:LaserCharge.cs
示例17: Start
// Use this for initialization
void Start()
{
lineRenderer = GetComponent<LineRenderer>(); // grab reference to LineRenderer, since it's not assigned in inspector
// call RecordPosition() every 2 seconds after an initial delay of 0 seconds
InvokeRepeating("RecordPosition", 0f, recordFrequency);
}
开发者ID:sophiekaars,项目名称:Building-Worlds,代码行数:8,代码来源:LineLogger.cs
示例18: Start
// Use this for initialization
void Start()
{
pointer = GameObject.Find("PointerRoot").transform;
pointer_stick = GameObject.Find("Pointer_stick").gameObject;
line = pointer_stick.GetComponent<LineRenderer>();
pbox = GameObject.Find("Pointer").transform;
}
开发者ID:DomCristaldi,项目名称:CaveVR,代码行数:8,代码来源:PointerControl.cs
示例19: Start
// Use this for initialization
void Start()
{
lineRenderer = GetComponent<LineRenderer>();
lineRenderer.SetPosition(0, origin.position);
lineRenderer.SetPosition(1, origin.position + (destination.position - origin.position) * 0);
distance = Vector3.Distance(origin.position, destination.position);
}
开发者ID:telhurin,项目名称:Test,代码行数:8,代码来源:LineController.cs
示例20: Start
//Variables End___________________________________________________________
// Use this for initialization
void Start()
{
if(networkView.isMine == true)
{
//Store a reference to these objects since we will need to reference
//them frequently.
myTransform = transform.parent;
cameraHeadTransform = myTransform.FindChild("CameraHead");
resourceScript = myTransform.GetComponent<PlayerResource>();
changeScript = myTransform.GetComponent<ChangeWeapon>();
//Attaching a LineRenderer component which will give a visual
//effect for the block eraser. Only the player will be able to see it.
lineRenderer = gameObject.AddComponent<LineRenderer>();
lineRenderer.material = new Material(Shader.Find("Particles/Additive"));
lineRenderer.SetColors(c1, c2);
lineRenderer.SetWidth(0.04f, 0.01f);
lineRenderer.SetVertexCount(2); //Start and end position.
}
else
{
enabled = false;
}
}
开发者ID:AnthonyB28,项目名称:FPS_Unity,代码行数:36,代码来源:FireBlockEraser.cs
注:本文中的UnityEngine.LineRenderer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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