// void LookOnEnemy() { meshPoint.LookAt(_currentEnemy.myTransform.position); // Debug.Log("Look on" + _currentEnemy.name, gameObject); // Debug.DrawLine(myTransform.position, _currentEnemy.myTransform.position); // Debug.Break(); // }
void OnDrawGizmos() { Gizmos.color = (walkable)? Color.blue: Color.red; if (rcost == 0) // Gizmos.color = Color.cyan; if (walkable && rcost < 0) // , Gizmos.color = Color.gray; for (int i = 0; i < Selection.gameObjects.Length; i++) { if (Selection.gameObjects[i] == gameObject) // { Gizmos.color = Color.green; drawLinks = true; } else drawLinks = false; } Gizmos.DrawCube(transform.position, Vector3.one * 0.5f); // if (drawLinks && Neighbors != null && Neighbors.Count > 0) // for (int i = 0; i < Neighbors.Count; ++i) if (Neighbors[i] != null) { Gizmos.DrawLine(transform.position, Neighbors[i].transform.position); Gizmos.DrawCube(Neighbors[i].transform.position, Vector3.one * 0.6f); } }
void OnEnable() { SceneView.onSceneGUIDelegate += SceneUpdate; } void OnDisable() { SceneView.onSceneGUIDelegate -= SceneUpdate; } void SceneUpdate(SceneView sceneView) { ... Handles.color = Color.white; Handles.DrawBezier(p0, p1, c0, c1, Color.white, null, 2f); ... }
using UnityEngine; using System.Collections; public class SinWater : MonoBehaviour { [Header(" ")] public Vector2 range = new Vector2(0.1f, 1); [Tooltip(" ")] [ContextMenuItem("Reset", "resetTheValue")] public float speed = 1f; [Tooltip(" ")] public float maxY = 0.5f; [Range(0.1f, 1f)] public float offXMax = 0.1f; [Range(0.1f, 1f)] public float offYMax = 0.1f; [Range(0.1f, 1f)] public float offXSpeed = 0.1f; [Range(0.1f, 1f)] public float offYSpeed = 0.1f; private Mesh mesh; private Material mat; void Start() { mesh = GetComponent<MeshFilter>().mesh; mat = GetComponent<Renderer>().material; } void Update() { Vector3[] vertices = mesh.vertices; int i = 0; while (i < vertices.Length) { vertices[i].y = Mathf.Sin(Time.time * speed) * maxY; if (i % 2 == 0) vertices[i].y *= -1; i++; } mesh.vertices = vertices; Vector2 off = mat.GetTextureOffset("_MainTex"); off.x = Mathf.Sin(Time.time * offXSpeed)* offXMax; off.y = Mathf.Sin(Time.time * offYSpeed)* offYMax; mat.SetTextureOffset("_MainTex", off); } void resetTheValue() { speed = 1f; } }
[ContextMenu("AutoFill")] public void Fiil() { for (int i = 0; i < 30; ++i) { GameObject go = GameObject.Find("a" + i.ToString("#00")); achivs[i].image = go.transform.FindChild("aImage").GetComponent<Image>(); achivs[i].name = go.transform.FindChild("aName").GetComponent<Text>(); achivs[i].desription = go.transform.FindChild("aDescription").GetComponent<Text>(); } }
[CustomEditor(typeof(LevelEditor))] public class LevelEditorEditor : Editor { LevelEditor my; void OnEnable() { SceneView.onSceneGUIDelegate = WhenUpdate; } void WhenUpdate(SceneView sceneview) { Event e = Event.current; if (e.isKey && e.character == 'a') // – ChangeLand(e.mousePosition); … } public override void OnInspectorGUI() { DrawDefaultInspector(); my = (LevelEditor)target; if (my == null) return; … DrawMoney(); … } void DrawMoney() { GUILayout.Space(10); GUILayout.BeginVertical("box"); my.btMoney = EditorGUILayout.Foldout(my.btMoney, "Money"); if (my.btMoney) { my.level.gold = EditorGUILayout.IntSlider("Start Money Bank:", my.level.gold, 0, 1000); my.level.goldStart = EditorGUILayout.IntSlider("Coins Start:", my.level.goldStart, 0, 1000); my.level.goldMax = EditorGUILayout.IntSlider("Coins Max:", my.level.goldMax, 0, 40); my.level.goldMinTime = EditorGUILayout.Slider("Coins Min Time:", my.level.goldMinTime, 0, 100f); my.level.goldMaxTime = EditorGUILayout.Slider("Coins Max Time:", my.level.goldMaxTime, 0, 100f); } GUILayout.EndVertical(); } }
Source: https://habr.com/ru/post/279929/
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