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Difference between revisions of "Scripting/STrailRenderer"

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(Replaced content with "This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/strailrenderer")
 
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==Members==
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This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/strailrenderer
{{ScriptFunction|void|Clear|();|Removes all points from the TrailRenderer. Useful for restarting a trail from a new position.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Clear()</pre>}}
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{{ScriptFunction|SVector|GetPosition|(int index);|Get the position of a vertex in the trail.|5=<pre>vectorPos = Space.Host.ExecutingObject.TrailRenderer.GetPosition(0)</pre>}}
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==Properties==
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{{ScriptFunction|int|Alignment|{ get;set; }|Select whether the trail will face the camera, or the orientation of the Transform Component.
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0 = View
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1 = Transform Z|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Alignment = 1</pre>|6=<pre>--Clicking the object toggles between TrailRenderer's View or Transform Z alignment
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--[Add "trailrenderer" reference to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OnClick = function()
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  if trailrenderer.Alignment == 0 then
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    trailrenderer.Alignment = 1
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  else
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    trailrenderer.Alignment = 0
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  end
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end
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thisGameObject.AddClickable()
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thisGameObject.Clickable.OnClick(OnClick)
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</pre>}}
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{{ScriptFunction|bool|Autodestruct|{ get;set; }|Does the GameObject of this Trail Renderer auto destruct?|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Autodestruct = true
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</pre>|6=<pre>--Make a UIToggle disable/enable the Autodestruct feature of a Trail Renderer
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--[Add "toggle" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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toggle = Space.Host.GetReference("toggle").UIToggle
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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toggle.IsOn = trailrenderer.Autodestruct  --make toggle start at correct state
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OVC = function()
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  if toggle.IsOn then
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    trailrenderer.Autodestruct  = true
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  else
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    trailrenderer.Autodestruct  = false
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  end
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end
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toggle.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|bool|CastShadows|{ get;set; }|Does the trail cast a shadow when a shadow-casting Light shines on it?|5=<pre>Space.Host.ExecutingObject.TrailRenderer.CastShadows = true
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</pre>|6=<pre>--Make a UIToggle disable/enable the Cast Shadows feature of a Trail Renderer
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--[Add "toggle" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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toggle = Space.Host.GetReference("toggle").UIToggle
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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toggle.IsOn = trailrenderer.CastShadows  --make toggle start at correct state
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OVC = function()
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  if toggle.IsOn then
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    trailrenderer.CastShadows  = true
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  else
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    trailrenderer.CastShadows  = false
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  end
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end
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toggle.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|bool|Enabled|{ get;set }|Whether this TrailRenderer component is Enabled or not|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Enabled = true</pre>|6=<pre>--Clicking the object Enables/Disables the Trail Renderer component on this object 
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--[Add "trailrenderer" reference to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OnClick = function()
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trailrenderer.Enabled =  not trailrenderer.Enabled
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end
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thisGameObject.AddClickable()
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thisGameObject.Clickable.OnClick(OnClick)</pre>}}
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{{ScriptFunction|Scolor|EndColor|{ get;set; }|Set the color at the end of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.EndColor = Color.Red</pre>|6=<pre>--makes UIButton open a color picker to change TrailRenderer's End Color
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--[Add "button" and "trailrenderer" references to the Scripting Runtime component]
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button = Space.Host.GetReference("button").UIButton
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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originalColor = trailrenderer.EndColor
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OnChange = function(SColor)
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trailrenderer.EndColor = SColor
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end
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OnSelect = function(SColor)
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trailrenderer.EndColor = SColor
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end
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OnCancel = function()
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  trailrenderer.EndColor = originalColor
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end
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OnClick = function()
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Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
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end
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button.OnClick(OnClick)</pre>}}
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{{ScriptFunction|float|EndWidth|{ get;set; }|The width of the trail at the end of the trail.
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A width of 1 corresponds to 1 unit in the game world.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.EndWidth = 0.1</pre>|6=<pre>--Make a slider change the Trail Renderer's End Width
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.EndWidth = slider.Value * 10 --0 to 10
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end
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slider.OnValueChanged(OVC)
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</pre>}}
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{{ScriptFunction|bool|IsVisible|{ get; }|Is this renderer visible in any camera?|5=<pre>Space.Log(Space.Host.ExecutingObject.TrailRenderer.IsVisible)</pre>}}
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{{ScriptFunction|float|MinVertexDistance|{ get;set; }|Set the minimum distance the trail can travel before a new vertex is added to it.
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Smaller values with give smoother trails, consisting of more vertices, but costing more performance.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.MinVertexDistance = 1</pre>|6=<pre>--Make a slider change the Trail Renderer's Number of Mininum Vertex Distance
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.MinVertexDistance = slider.Value * 10 --0 to 10
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end
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slider.OnValueChanged(OVC)
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</pre>}}
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{{ScriptFunction|bool|MotionVectors|{ get;set; }|Set whether to use motion vectors to track this Renderer’s per-pixel, screen-space motion from one frame to the next. You can use this information to apply post-processing effects such as motion blur.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.MotionVectors = true</pre>|6=<pre>--Make a UIToggle disable/enable the Motion Vectors feature of a Trail Renderer
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--[Add "toggle" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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toggle = Space.Host.GetReference("toggle").UIToggle
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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toggle.IsOn = trailrenderer.MotionVectors  --make toggle start at correct state
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OVC = function()
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  if toggle.IsOn then
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    trailrenderer.MotionVectors  = true
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  else
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    trailrenderer.MotionVectors  = false
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  end
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end
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toggle.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|int|NumCapVertices|{ get;set; }|Set this to a value greater than 0, to get rounded corners on each end of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.NumCapVertices = 3</pre>|6=<pre>--Make a slider change the Trail Renderer's Number of End Cap Vertices
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.NumCapVertices = slider.Value * 90 --0 to 90
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end
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slider.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|int|NumCornerVertices|{ get;set; }|Set this to a value greater than 0, to get rounded corners between each segment of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.NumCornerVertices = 2</pre>|6=<pre>--Make a slider change the Trail Renderer's Number of Corner Vertices
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.NumCornerVertices = slider.Value * 90 --0 to 90
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end
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slider.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|int|PositionCount|{ get; }|Get the number of line segments in the trail.|5=<pre>numLineSegments = Space.Host.ExecutingObject.TrailRenderer.PositionCount</pre>}}
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{{ScriptFunction|bool|ReceiveShadows|{ get;set; }|Does this object receive shadows?|5=<pre>Space.Host.ExecutingObject.TrailRenderer.ReceiveShadows = true</pre>|6=<pre>--Make a UIToggle disable/enable the Receive Shadows feature of a Trail Renderer
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--[Add "toggle" and "trailrenderer" references to the Scripting Runtime component]
+
 
+
thisGameObject = Space.Host.ExecutingObject
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+
toggle = Space.Host.GetReference("toggle").UIToggle
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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toggle.IsOn = trailrenderer.ReceiveShadows  --make toggle start at correct state
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OVC = function()
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  if toggle.IsOn then
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    trailrenderer.ReceiveShadows  = true
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  else
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    trailrenderer.ReceiveShadows  = false
+
  end
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end
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toggle.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|SColor|StartColor|{ get;set; }|Set the color at the start of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartColor = Color.Black</pre>|6=<pre>--makes UIButton open a color picker to change TrailRenderer's Start Color
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--[Add "button" and "trailrenderer" references to the Scripting Runtime component]
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button = Space.Host.GetReference("button").UIButton
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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originalColor = trailrenderer.StartColor
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OnChange = function(SColor)
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trailrenderer.StartColor = SColor
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end
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OnSelect = function(SColor)
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trailrenderer.StartColor = SColor
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end
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OnCancel = function()
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  trailrenderer.StartColor = originalColor
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end
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OnClick = function()
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Space.Dialogues.ColorPicker("title","okbutton", OnChange, OnSelect, OnCancel, originalColor)
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end
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button.OnClick(OnClick)</pre>}}
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{{ScriptFunction|float|StartWidth|{ get;set; }|The width of the trail at the spawning point.
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A width of 1 corresponds to 1 unit in the game world.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.StartWidth = 1.1</pre>|6=<pre>--Make a slider change the Trail Renderer's Start Width
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.StartWidth = slider.Value * 10 --0 to 10
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end
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slider.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|int|TextureMode|{ get;set; }|Choose whether the U coordinate of the trail texture is tiled or stretched.
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0 Stretch, 1 Tile, 2 Distribute Per Segment, 3 Repeat Per Segment|5=<pre>Space.Host.ExecutingObject.TrailRenderer.TextureMode = 2</pre>|6=<pre>--Clicking the object toggles between TrailRenderer's 4 different Texture Modes
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--[Add "trailrenderer" reference to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OnClick = function()
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  if trailrenderer.TextureMode == 3 then
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    trailrenderer.TextureMode = 0
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  else
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    trailrenderer.TextureMode = trailrenderer.TextureMode + 1
+
  end
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end
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thisGameObject.AddClickable()
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thisGameObject.Clickable.OnClick(OnClick)</pre>}}
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{{ScriptFunction|float|Time|{ get;set; }|How long does the trail take to fade out. (seconds)|5=<pre>Space.Host.ExecutingObject.TrailRenderer.Time = 10</pre>|6=<pre>--Make a slider change the Trail Renderer's Time
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
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thisGameObject = Space.Host.ExecutingObject
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slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
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OVC = function()
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trailrenderer.Time = slider.Value * 10 --0 to 10
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end
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slider.OnValueChanged(OVC)</pre>}}
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{{ScriptFunction|bool|UseLightProbes|{ get;set; }|Enable Light Probes on the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.UseLightProbes = true</pre>|6=<pre>--Make a UIToggle disable/enable the Light Probes feature of a Trail Renderer
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--[Add "toggle" and "trailrenderer" references to the Scripting Runtime component]
+
 
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thisGameObject = Space.Host.ExecutingObject
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toggle = Space.Host.GetReference("toggle").UIToggle
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
+
 
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toggle.IsOn = trailrenderer.UseLightProbes  --make toggle start at correct state
+
 
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OVC = function()
+
  if toggle.IsOn then
+
    trailrenderer.UseLightProbes  = true
+
  else
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    trailrenderer.UseLightProbes  = false
+
  end
+
end
+
 
+
toggle.OnValueChanged(OVC)
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</pre>}}
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{{ScriptFunction|float|WidthMultiplier|{ get;set; }|Set an overall multiplier that is applied to the TrailRenderer.widthCurve to get the final width of the trail.|5=<pre>Space.Host.ExecutingObject.TrailRenderer.WidthMultiplier = 2</pre>|6=<pre>--Make a slider change the Trail Renderer's Width Multiplier
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--[Add "slider" and "trailrenderer" references to the Scripting Runtime component]
+
 
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thisGameObject = Space.Host.ExecutingObject
+
 
+
slider = Space.Host.GetReference("slider").UISlider
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trailrenderer = Space.Host.GetReference("trailrenderer").TrailRenderer
+
 
+
 
+
OVC = function()
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trailrenderer.WidthMultiplier = slider.Value * 10 --0 to 10
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end
+
 
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slider.OnValueChanged(OVC)</pre>}}
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{{Scripting Navbox}}
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Latest revision as of 06:28, 19 September 2022

This page has moved to: https://docs.sine.space/v/scripting/client-scripting/components/strailrenderer