Undskyld Christoffer
BIN
AR-2/Assets/.DS_Store
vendored
Normal file
26
AR-2/Assets/AlignmentScript.cs
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|
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|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class AlignmentScript : MonoBehaviour
|
||||
{
|
||||
Transform shuttle;
|
||||
Transform landing;
|
||||
GameObject quad;
|
||||
// Start is called before the first frame update
|
||||
void Start() {
|
||||
shuttle = GameObject.Find("ShuttleTarget").transform;
|
||||
landing = GameObject.Find("LandingTarget").transform;
|
||||
quad = GameObject.Find("AlignmentQuad");
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update() {
|
||||
var upDot = Vector3.Dot(shuttle.up, landing.up);
|
||||
var forwardDot = Vector3.Dot(shuttle.forward, landing.forward);
|
||||
var ratio = (upDot + forwardDot) / 2;
|
||||
var color = new Color((1 - ratio)*2, ratio, 0);
|
||||
quad.GetComponent<Renderer>().material.color = color;
|
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|
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}
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}
|
11
AR-2/Assets/AlignmentScript.cs.meta
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36
AR-2/Assets/CollideScript.cs
Normal file
|
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|
|||
using System.Collections;
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
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|
||||
public class CollideScript : MonoBehaviour
|
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{
|
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// Start is called before the first frame update
|
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void Start()
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{
|
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|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
||||
{
|
||||
var earth = GameObject.Find("Earth").transform;
|
||||
var meteor = transform;
|
||||
|
||||
//print($"The earth location: {earth.position}");
|
||||
//print($"The meteor location: {meteor.position}");
|
||||
|
||||
var distance = Vector3.Distance(earth.position, meteor.position);
|
||||
if (distance < (earth.lossyScale + meteor.lossyScale).magnitude/4) {
|
||||
print("EXPLOSION!");
|
||||
var vector = earth.position - meteor.position;
|
||||
var relCollisionPoint = vector.normalized * meteor.lossyScale.magnitude/2;
|
||||
var absCollisionPoint = meteor.position + relCollisionPoint;
|
||||
|
||||
var explosion = GameObject.Find("Explosion").transform;
|
||||
explosion.position = absCollisionPoint;
|
||||
explosion.GetComponent<ParticleSystem>().Play();
|
||||
|
||||
}
|
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}
|
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}
|
11
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AR-2/Assets/Editor.meta
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10
AR-2/Assets/Editor/Vuforia/CylinderTargetTextures.meta
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<?xml version="1.0" encoding="UTF-8"?>
|
||||
<VuforiaUnityInfo version="7.0">
|
||||
<TargetSet version="5.0" toolVersion="2.7.4">
|
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<CylinderTarget name="RocketBooster" version="3.0" targetId="484c0e9f4f1d4eec9649858e94bc7fe7" sideLength="0.114980" topDiameter="0.067390" bottomDiameter="0.067390" sideImage="RocketBooster.Body_scaled.jpg" topImage="RocketBooster.Top_scaled.jpg"/>
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AR-2/Assets/Editor/Vuforia/ForPrint.meta
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AR-2/Assets/Editor/Vuforia/ForPrint/CylinderTarget.meta
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AR-2/Assets/Editor/Vuforia/ForPrint/CylinderTarget/cylinder_booster_USLetter.pdf
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10
AR-2/Assets/Editor/Vuforia/ForPrint/ImageTargets.meta
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AR-2/Assets/Editor/Vuforia/ForPrint/ImageTargets/target_images_USLetter.pdf
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60
AR-2/Assets/GPSScript.cs
Normal file
|
@ -0,0 +1,60 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GPSScript : MonoBehaviour
|
||||
{
|
||||
private Transform earth;
|
||||
private Transform nose;
|
||||
private Transform shuttle;
|
||||
private Transform positionTest;
|
||||
private Matrix4x4 earthLocalToWorldInverse;
|
||||
private string printString;
|
||||
private Vector3 posOnEarth = new Vector3();
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
earth = GameObject.Find("EarthTarget").transform;
|
||||
nose = GameObject.Find("NoseQuad").transform;
|
||||
shuttle = GameObject.Find("ShuttleTarget").transform;
|
||||
positionTest = GameObject.Find("PositionTest").transform;
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
printString = "";
|
||||
|
||||
var shuttleLocalToWorld = shuttle.localToWorldMatrix;
|
||||
var earthWorldToLocal = Matrix4x4.Inverse(Matrix4x4.TRS(earth.position, earth.rotation, Vector3.one));
|
||||
|
||||
var transMatrix = earthWorldToLocal * shuttleLocalToWorld;
|
||||
posOnEarth = transMatrix.MultiplyPoint3x4(nose.localPosition);
|
||||
printString += posOnEarth.ToString("F4") + "\n";
|
||||
compareToNose(posOnEarth);
|
||||
}
|
||||
|
||||
void compareToNose(Vector3 nosePosition) {
|
||||
var radius = earth.lossyScale.magnitude / 4;
|
||||
var d = new Vector2(nosePosition.x, nosePosition.z).magnitude;
|
||||
|
||||
if (d <= radius && nosePosition.y <= 4) {
|
||||
if (nosePosition.z >= 0) {
|
||||
printString += "North";
|
||||
} else {
|
||||
printString += "South";
|
||||
}
|
||||
} else {
|
||||
printString += "Outside";
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
||||
void OnGUI()
|
||||
{
|
||||
GUI.color = Color.white;
|
||||
GUI.Box(new Rect(10, 30, 200, 40), printString);
|
||||
}
|
||||
|
||||
}
|
11
AR-2/Assets/GPSScript.cs.meta
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133
AR-2/Assets/MeshScript.cs
Normal file
|
@ -0,0 +1,133 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class MeshScript : MonoBehaviour
|
||||
{
|
||||
|
||||
public Material material;
|
||||
|
||||
void Start() {
|
||||
|
||||
|
||||
Vector3[] vertices = new Vector3[15];
|
||||
Vector2[] uv = new Vector2[15];
|
||||
int[] triangles = new int[39];
|
||||
|
||||
|
||||
// top
|
||||
vertices[0] = new Vector3(1.5f, 6);
|
||||
vertices[1] = new Vector3(1, 5);
|
||||
vertices[2] = new Vector3(2, 5);
|
||||
vertices[3] = new Vector3(1, 4);
|
||||
vertices[4] = new Vector3(2, 4);
|
||||
vertices[5] = new Vector3(1, 3);
|
||||
vertices[6] = new Vector3(2, 3);
|
||||
vertices[7] = new Vector3(1, 2);
|
||||
vertices[8] = new Vector3(2, 2);
|
||||
vertices[9] = new Vector3(1, 1);
|
||||
vertices[10] = new Vector3(2, 1);
|
||||
vertices[11] = new Vector3(3, 1);
|
||||
vertices[12] = new Vector3(3, 0);
|
||||
vertices[13] = new Vector3(0, 1);
|
||||
vertices[14] = new Vector3(0, 0);
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
// Right wing points
|
||||
/* vertices[10] = new Vector3(0,0);
|
||||
vertices[11] = new Vector3(1,1);
|
||||
vertices[12] = new Vector3(0,1);
|
||||
|
||||
|
||||
|
||||
|
||||
uv[10] = new Vector2(0,1);
|
||||
uv[11] = new Vector2(1,1);
|
||||
uv[12] = new Vector2(0,0);*/
|
||||
|
||||
// top
|
||||
triangles[0] = 1;
|
||||
triangles[1] = 2;
|
||||
triangles[2] = 0;
|
||||
|
||||
triangles[3] = 1;
|
||||
triangles[4] = 4;
|
||||
triangles[5] = 2;
|
||||
|
||||
triangles[6] = 1;
|
||||
triangles[7] = 3;
|
||||
triangles[8] = 4;
|
||||
|
||||
triangles[9] = 3;
|
||||
triangles[10] = 5;
|
||||
triangles[11] = 4;
|
||||
|
||||
triangles[12] = 5;
|
||||
triangles[13] = 6;
|
||||
triangles[14] = 4;
|
||||
|
||||
triangles[15] = 5;
|
||||
triangles[16] = 8;
|
||||
triangles[17] = 6;
|
||||
|
||||
triangles[18] = 5;
|
||||
triangles[19] = 7;
|
||||
triangles[20] = 8;
|
||||
|
||||
triangles[21] = 7;
|
||||
triangles[22] = 9;
|
||||
triangles[23] = 8;
|
||||
|
||||
triangles[24] = 9;
|
||||
triangles[25] = 10;
|
||||
triangles[26] = 8;
|
||||
|
||||
triangles[27] = 13;
|
||||
triangles[28] = 9;
|
||||
triangles[29] = 7;
|
||||
|
||||
triangles[30] = 13;
|
||||
triangles[31] = 14;
|
||||
triangles[32] = 9;
|
||||
|
||||
triangles[33] = 8;
|
||||
triangles[34] = 10;
|
||||
triangles[35] = 11;
|
||||
|
||||
triangles[36] = 10;
|
||||
triangles[37] = 12;
|
||||
triangles[38] = 11;
|
||||
|
||||
|
||||
|
||||
|
||||
// Right wing
|
||||
/* triangles[10] = 0;
|
||||
triangles[11] = 1;
|
||||
triangles[12] = 2;*/
|
||||
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.uv = uv;
|
||||
mesh.triangles = triangles;
|
||||
|
||||
GameObject go = new GameObject("Mesh", typeof(MeshFilter), typeof(MeshRenderer));
|
||||
go.transform.localScale = new Vector3(1, 1, 1);
|
||||
|
||||
go.GetComponent<MeshFilter>().mesh = mesh;
|
||||
|
||||
go.GetComponent<MeshRenderer>().material = new Material(Shader.Find("Unlit/ShitShader"));
|
||||
}
|
||||
|
||||
// Update is called once per frame
|
||||
void Update()
|
||||
{
|
||||
|
||||
}
|
||||
}
|
11
AR-2/Assets/MeshScript.cs.meta
Normal file
|
@ -0,0 +1,11 @@
|
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fileFormatVersion: 2
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115
AR-2/Assets/RayScript.cs
Normal file
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class RayScript : MonoBehaviour
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{
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// Start is called before the first frame update
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Transform topCannon;
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bool part1 = true;
|
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bool part2 = false;
|
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bool part3 = false;
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Material material;
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bool fire = false;
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Vector3 leftCannon = new Vector3((float)0.077, 0, (float)0.450);
|
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Vector3 rightCannon = new Vector3((float)-0.077, 0, (float)0.450);
|
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Vector3 topCannonPoint = new Vector3(0, (float)0.25, (float)-0.09);
|
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|
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Transform explosion;
|
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Transform target;
|
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Matrix4x4 falconTrans;
|
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Vector3 partThreeRay;
|
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Quaternion cannonRotation;
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void Start()
|
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{
|
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topCannon = GameObject.Find("TopCannon").transform;
|
||||
explosion = GameObject.Find("Explosion").transform;
|
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target = GameObject.Find("FighterTarget").transform;
|
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}
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// Update is called once per frame
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void Update() {
|
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falconTrans = transform.localToWorldMatrix;
|
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partThreeRay = falconTrans.MultiplyPoint3x4(topCannonPoint);
|
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cannonRotation = Quaternion.Euler(0, 30, 0);
|
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bool hit = false;
|
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if (Input.GetKeyDown("space")) {
|
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print("Firing ray");
|
||||
fire = true;
|
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|
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if (part1) {
|
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hit = Physics.Raycast(transform.position, transform.TransformDirection(Vector3.forward), Mathf.Infinity);
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} else if (part2) {
|
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var trans = transform.localToWorldMatrix;
|
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var transLeft = trans.MultiplyPoint3x4(leftCannon);
|
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var transRight = trans.MultiplyPoint3x4(rightCannon);
|
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hit = (Physics.Raycast(transLeft, transform.TransformDirection(Vector3.forward), Mathf.Infinity) ||
|
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Physics.Raycast(transRight, transform.TransformDirection(Vector3.forward), Mathf.Infinity));
|
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} else if (part3) {
|
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hit = Physics.Raycast(partThreeRay, transform.TransformDirection(cannonRotation * Vector3.forward), Mathf.Infinity);
|
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}
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|
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} else if (Input.GetKeyUp("space")) {
|
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fire = false;
|
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}
|
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if (hit) {
|
||||
print("Hit");
|
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explosion.position = target.position;
|
||||
explosion.GetComponent<ParticleSystem>().Play();
|
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}
|
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|
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}
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void OnRenderObject()
|
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{
|
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|
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if (!fire) return;
|
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if (material == null)
|
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material = new Material(Shader.Find("Hidden/Internal-Colored"));
|
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material.SetPass(0);
|
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|
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if (part1) {
|
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|
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GL.Begin(GL.LINES);
|
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GL.Color(Color.red);
|
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GL.Vertex(transform.position);
|
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GL.Vertex(transform.position + (transform.TransformDirection(Vector3.forward)));
|
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GL.End();
|
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} else if (part2) {
|
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var trans = transform.localToWorldMatrix;
|
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var transLeft = trans.MultiplyPoint3x4(leftCannon);
|
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var transRight = trans.MultiplyPoint3x4(rightCannon);
|
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|
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|
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GL.Begin(GL.LINES);
|
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GL.Color(Color.red);
|
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GL.Vertex(transLeft);
|
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GL.Vertex(transLeft + (transform.TransformDirection(Vector3.forward)));
|
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|
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GL.Begin(GL.LINES);
|
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GL.Color(Color.red);
|
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GL.Vertex(transRight);
|
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GL.Vertex(transRight + (transform.TransformDirection(Vector3.forward)));
|
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GL.End();
|
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} else if (part3) {
|
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topCannon.localPosition = topCannonPoint;
|
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|
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GL.Begin(GL.LINES);
|
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GL.Color(Color.red);
|
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GL.Vertex(partThreeRay);
|
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GL.Vertex((partThreeRay + transform.TransformDirection(cannonRotation * Vector3.forward)));
|
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GL.End();
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}
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}
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}
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