《UnityAPI.LineRenderer线性渲染》(Yanlz+Unity+SteamVR+云技术+5G+AI+VR云游戏+LineRenderer+SetColors+立钻哥哥++OK++)

《UnityAPI.LineRenderer线性渲染》

版本

作者

参与者

完成日期

备注

UnityAPI_LineRenderer_V01_1.0

严立钻

 

2020.05.23

 

扫描二维码关注公众号,回复: 11263098 查看本文章

 

 

 

 

 

#《UnityAPI.LineRenderer线性渲染》发布说明:

++++“UnityAPI.LineRenderer线性渲染是对UnityAPILineRenderer类的剖析和拓展

立钻哥哥:Unity是一个入门快、提高难的游戏引擎,想要提升能力,至少需要越过3道坎:API+Shader+综合能力

++1、API的积累:API的合理利用不仅可以减轻自己的编码负担,而且往往可以提高程序的运行效率;这也是钻哥开始“Unity API”独立打造分类的初衷

++2、Shader编程:想要做出一款精品游戏往往需要有高效的Shader的支持;Unity提供了一套改良的“Shader Lab”系统,优化了繁杂的“Open GL”编程

++3、综合能力(技术+业务+管理):一款产品的制作除了功能编程外,往往会涉及很多其他领域,例如产品架构、UI交互设计、模型制作等,作为主要的编程人员,对其他相关领域的了解程序往往会影响到产品制作直至最后的产品体验

++++立钻哥哥一直在推动【VR云游戏=Unity+SteamVR+云技术+5G+AI,这个只是一个引子,抛砖引玉让大家对整个知识体系有一个明确的落地方向,宝宝们可以根据自己的兴趣方向进行拓展:比如Unity这里是指一种“3D游戏引擎”,也可拓展至“UE4Cocos2dx”等游戏引擎;SteamVR是一种跨硬件解决方案,也可拓展至“VRTK”等第三方插件;“云技术+5G”是一种跨平台解决方案的核心技术,同样可拓展至其他平台解决方案;AI也是一种先进技术的举例,也可以拓展至任何一种前沿技术

 

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

 

$$$$博客溯源:

 

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

 

 

 

 

 

 

#LineRenderer线性渲染

#LineRenderer线性渲染

#LineRenderer线性渲染

++A1、Description描述

++B2、Variables变量

++C3、Public Function共有函数

++D4、Message消息

 

 

 

#A1、Description描述

#A1、Description描述

++A1、Description描述

++++立钻哥哥:LineRenderer(线性渲染)是用于在3D空间中绘制独立线条

++++[namespace]:UnityEngine

++++[Inherits from]:Renderer

The line renderer is used to draw free-floating lines in 3D space;

++++该类是线性渲染器组件的脚本接口

 

 

 

 

 

#B2、Variables变量

#B2、Variables变量

++B2、 Variables变量

++++B2.1、useWorldSpace

++++B2.2、YanlzXREngine.LineRenderer.Variables

++B2.1、useWorldSpace

++B2.1、useWorldSpace

++B2.1、useWorldSpace

++++立钻哥哥:使用世界空间

public bool useWorldSpace;

++++如果启用,该线条定义在世界空间中

++++这意味着对象的位置被忽略,并且该线被围绕世界空间呢起点渲染

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzLineRenderer : MonoBehaviour{

 

    void Start(){

        LineRenderer lineRenderer;

 

        lineRenderer = gameObject.AddComponent<LineRenderer>();

        lineRenderer.useWorldSpace = false;

        lineRenderer.material = new Material(Shader.Find(Particles/Additive));

        lineRenderer.SetColors(Color.red, Color.yellow);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzLineRenderer{}

 

 

 

 

 

 

 

#C3、Public Functions公共函数

#C3、Public Functions公共函数

++C3、Public Functions公共函数

++++C3.1、SetColors

++++C3.2、SetPosition

++++C3.3、SetPositions

++++C3.4、SetVertexCount

++++C3.5、SetWidth

++++C3.6、YanlzXREngine.LineRenderer.PublicFunctions

++C3.1、SetColors

++C3.1、SetColors

++C3.1、SetColors

++++立钻哥哥:设置颜色

public void SetColors(Color start, Color end);

++++设置开始和结束时线条颜色

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzXREngine : MonoBehaviour{

    public Color c1 = Color.white;

    public Color c2 = new Color(1, 1, 1, 0);

 

    void Start(){

        LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();

        lineRenderer.material = new Material(Shader.Find(Particles/Additive));

        lineRenderer.SetColors(c1, c2);

    }    //立钻哥哥:void Start(){}

 

}    //立钻哥哥:public class YanlzXREngine{}

 

 

 

 

 

++C3.2、SetPosition

++C3.2、SetPosition

++C3.2、SetPosition

++++立钻哥哥:设置位置

public void SetPosition(int index, Vector3 position);

++++在线条上设置线条的顶点位置

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzLineRenderer : MonoBehaviour{

    public Color c1 = Color.yellow;

    public Color c2 = Color.red;

    public int lengthOfLineRenderer = 20;

 

    void Start(){

        LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();

        lineRenderer.material = new Material(Shader.Find(Particles/Additive));

        lineRenderer.SetColors(c1, c2);

        lineRenderer.SetWidth(0.2F, 0.2F);

        lineRenderer.SetVertexCount(lengthOfLineRenderer);

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        LineRenderer lineRenderer = GetComponent<LineRenderer>();

        float t = Time.time;

        int i = 0;

 

        while(i < lengthOfLineRenderer){

            Vector3 pos = new Vector3(i * 0.5F, Mathf.Sin(i + t), 0);

            lineRenderer.SetPosition(i, pos);

            i++;

        }    //立钻哥哥:while(){}

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzLineRenderer{}

 

 

 

 

 

++C3.3、SetPositions

++C3.3、SetPositions

++C3.3、SetPositions

++++立钻哥哥:设置位置

public void SetPositions(Vector3[] positions);

++++设置线条上所有的顶点的位置

++++该方法更倾向于SetPosition,因为它是使用单个命令设置所有位置比单个地设置每个位置更有效

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzLineRenderer : MonoBehaviour{

    public Color c1 = Color.yellow;

    public Color c2 = Color.red;

    public int lengthOfLineRenderer = 20;

 

    void Start(){

        LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();

        lineRenderer.material = new Material(Shader.Find(Particles/Additive));

        lineRenderer.SetColors(c1, c2);

        lineRenderer.SetWidth(0.2F, 0.2F);

        lineRenderer.SetVertexCount(lengthOfLineRenderer);

    }    //立钻哥哥:void Start(){}

 

    void Update(){

        LineRenderer lineRenderer = GetComponent<LineRenderer>();

        Vector3[] points = new Vector3[LengthOfLineRenderer];

        float t = Time.time;

        int i = 0;

 

        while(i < lengthOfLineRenderer){

            //Vector3 pos = new Vector3(i * 0.5F, Mathf.Sin(i + t), 0);

            //lineRenderer.SetPosition(i, pos);

            points[i] = new Vector3(i * 0.5F, Mathf.Sin(i + t), 0);

 

            i++;

        }    //立钻哥哥:while(){}

 

        lineRenderer.SetPositions(points);

 

    }    //立钻哥哥:void Update(){}

 

}    //立钻哥哥:public class YanlzLineRenderer{}

 

 

 

 

 

++C3.4、SetVertexCount

++C3.4、SetVertexCount

++C3.4、SetVertexCount

++++立钻哥哥: 设置顶点数量

public void SetVertexCount(int count);

++++设置线条的段数的数量

 

 

 

 

 

++C3.5、SetWidth

++C3.5、SetWidth

++C3.5、SetWidth

++++立钻哥哥:设置宽度

public void SetWidth(float start, float end);

++++设置开始和结束的线条宽度

using UnityEngine;

using System.Collections;

using YanlzXREngine;

 

public class YanlzXREngine : MonoBehaviour{

    void Start(){

        LineRenderer lineRenderer = gameObject.AddComponent<LineRenderer>();

        lineRenderer.SetWidth(0, 3);

    }    //立钻哥哥:void Start(){}

}    //立钻哥哥:public class YanlzXREngine{}

 

 

 

 

 

 

 

#D4、立钻哥哥对LineRenderer类的拓展

#D4、立钻哥哥对LineRenderer类的拓展

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

@@提示:有些博客可能只是开了头,如果感兴趣的同学,可以“点赞”或“评论区留言”,只要关注的同学多了,那就会继续完善哟!(“++==”,表示没有写完的,如果关注度不高就不完善了;“++ok++”,表示此篇博客已经完成,是阶段性完整的!)

++++VR云游戏=Unity+SteamVR+云技术+5G+AI;(说明:AI人工智能不是我们的主要研究技术,只是了解一下,领略一下有风的感觉!但是,VR是我们的研究重点

++++【Unity API】分类:https://blog.csdn.net/vrunsoftyanlz/category_7637520.html

++++【Unity开发基础】分类:https://blog.csdn.net/vrunsoftyanlz/category_7309057.html

++++【Linux系统编程】分类:https://blog.csdn.net/vrunsoftyanlz/category_9694767.html

++++【C++C铸就生存利器】分类:https://blog.csdn.net/vrunsoftyanlz/category_9325802.html

++++【人工智能AI2026】分类:https://blog.csdn.net/vrunsoftyanlz/category_9212024.html

++++【立钻哥哥CSDN空间】:https://blog.csdn.net/VRunSoftYanlz/

 

【XR游戏开发QQ群:784477094

++立钻哥哥推荐的拓展学习链接(Link_Url)

立钻哥哥推荐的拓展学习链接(Link_Url)

++++立钻哥哥Unity 学习空间: http://blog.csdn.net/VRunSoftYanlz/

++++虚拟现实VR资讯: https://blog.csdn.net/VRunSoftYanlz/article/details/89165846

++++HTC_VIVE开发基础https://blog.csdn.net/VRunSoftYanlz/article/details/81989970

++++Oculus杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82469850

++++Oculus安装使用https://blog.csdn.net/VRunSoftYanlz/article/details/82718982

++++Unity+SteamVR=>VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88809370

++++Unity减少VR晕眩症https://blog.csdn.net/VRunSoftYanlz/article/details/89115518

++++SteamVR简介https://blog.csdn.net/VRunSoftYanlz/article/details/86484254

++++SteamVR脚本功能分析https://blog.csdn.net/VRunSoftYanlz/article/details/86531480

++++SteamVR2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/86618187

++++SteamVR2.2.0开发指南https://blog.csdn.net/VRunSoftYanlz/article/details/88784527

++++SteamVR2.2.0快速入门https://blog.csdn.net/VRunSoftYanlz/article/details/88833579

++++SteamVR2.2.0交互系统https://blog.csdn.net/VRunSoftYanlz/article/details/89199778

++++SteamVR2.2.0传送机制https://blog.csdn.net/VRunSoftYanlz/article/details/89390866

++++SteamVR2.2.0教程(一)https://blog.csdn.net/VRunSoftYanlz/article/details/89324067

++++SteamVR2.2.0教程(二)https://blog.csdn.net/VRunSoftYanlz/article/details/89894097

++++SteamVR_Skeleton_Poserhttps://blog.csdn.net/VRunSoftYanlz/article/details/89931725

++++SteamVR实战之PMCorehttps://blog.csdn.net/VRunSoftYanlz/article/details/89463658

++++SteamVR/Extrashttps://blog.csdn.net/VRunSoftYanlz/article/details/86584108

++++SteamVR/Inputhttps://blog.csdn.net/VRunSoftYanlz/article/details/86601950

++++OpenXR简介https://blog.csdn.net/VRunSoftYanlz/article/details/85726365

++++VRTK杂谈https://blog.csdn.net/VRunSoftYanlz/article/details/82562993

++++VRTK快速入门(杂谈)https://blog.csdn.net/VRunSoftYanlz/article/details/82955267

++++VRTK官方示例(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82955410

++++VRTK代码结构(目录)https://blog.csdn.net/VRunSoftYanlz/article/details/82780085

++++VRTK(SceneResources)https://blog.csdn.net/VRunSoftYanlz/article/details/82795400

++++VRTK_ControllerEventshttps://blog.csdn.net/VRunSoftYanlz/article/details/83099512

++++VRTK_InteractTouchhttps://blog.csdn.net/VRunSoftYanlz/article/details/83120220

++++虚拟现实行业应用https://blog.csdn.net/VRunSoftYanlz/article/details/88360157

++++Steam平台上的VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/88960085

++++Steam平台热销VRhttps://blog.csdn.net/VRunSoftYanlz/article/details/89007741

++++VR实验:以太网帧的构成https://blog.csdn.net/VRunSoftYanlz/article/details/82598140

++++实验四:存储器扩展实验https://blog.csdn.net/VRunSoftYanlz/article/details/87834434

++++FrameVR示例V0913https://blog.csdn.net/VRunSoftYanlz/article/details/82808498

++++FrameVR示例V1003https://blog.csdn.net/VRunSoftYanlz/article/details/83066516

++++SwitchMachineV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++PlaySceneManagerV1022https://blog.csdn.net/VRunSoftYanlz/article/details/83280886

++++Unity5.x用户手册https://blog.csdn.net/VRunSoftYanlz/article/details/81712741

++++Unity面试题ABChttps://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++Unity面试题Dhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630838

++++Unity面试题Ehttps://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity面试题Fhttps://blog.csdn.net/VRunSoftYanlz/article/details/78630945

++++Cocos2dx面试题https://blog.csdn.net/VRunSoftYanlz/article/details/78630967

++++禅道[zentao]https://blog.csdn.net/VRunSoftYanlz/article/details/83964057

++++Lua快速入门篇(Xlua拓展):https://blog.csdn.net/VRunSoftYanlz/article/details/81173818

++++Lua快速入门篇(XLua教程):https://blog.csdn.net/VRunSoftYanlz/article/details/81141502

++++Lua快速入门篇(基础概述)https://blog.csdn.net/VRunSoftYanlz/article/details/81041359

++++框架知识点https://blog.csdn.net/VRunSoftYanlz/article/details/80862879

++++游戏框架(UI框架夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80781140

++++游戏框架(初探篇)https://blog.csdn.net/VRunSoftYanlz/article/details/80630325

++++.Net框架设计https://blog.csdn.net/VRunSoftYanlz/article/details/87401225

++++从零开始学架构https://blog.csdn.net/VRunSoftYanlz/article/details/88095895

++++设计模式简单整理https://blog.csdn.net/vrunsoftyanlz/article/details/79839641

++++专题:设计模式(精华篇)https://blog.csdn.net/VRunSoftYanlz/article/details/81322678

++++U3D小项目参考https://blog.csdn.net/vrunsoftyanlz/article/details/80141811

++++Unity小游戏算法分析https://blog.csdn.net/VRunSoftYanlz/article/details/87908365

++++Unity案例(Vehicle)https://blog.csdn.net/VRunSoftYanlz/article/details/82355876

++++UML类图https://blog.csdn.net/vrunsoftyanlz/article/details/80289461

++++PowerDesigner简介https://blog.csdn.net/VRunSoftYanlz/article/details/86500084

++++Unity知识点0001https://blog.csdn.net/vrunsoftyanlz/article/details/80302012

++++Unity知识点0008https://blog.csdn.net/VRunSoftYanlz/article/details/81153606

++++U3D_Shader编程(第一篇:快速入门篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372071

++++U3D_Shader编程(第二篇:基础夯实篇)https://blog.csdn.net/vrunsoftyanlz/article/details/80372628

++++Unity引擎基础https://blog.csdn.net/vrunsoftyanlz/article/details/78881685

++++Unity面向组件开发https://blog.csdn.net/vrunsoftyanlz/article/details/78881752

++++Unity物理系统https://blog.csdn.net/vrunsoftyanlz/article/details/78881879

++++Unity2D平台开发https://blog.csdn.net/vrunsoftyanlz/article/details/78882034

++++UGUI基础https://blog.csdn.net/vrunsoftyanlz/article/details/78884693

++++UGUI进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78884882

++++UGUI综合https://blog.csdn.net/vrunsoftyanlz/article/details/78885013

++++Unity动画系统基础https://blog.csdn.net/vrunsoftyanlz/article/details/78886068

++++Unity动画系统进阶https://blog.csdn.net/vrunsoftyanlz/article/details/78886198

++++Navigation导航系统https://blog.csdn.net/vrunsoftyanlz/article/details/78886281

++++Unity特效渲染https://blog.csdn.net/vrunsoftyanlz/article/details/78886403

++++Unity数据存储https://blog.csdn.net/vrunsoftyanlz/article/details/79251273

++++Unity中Sqlite数据库https://blog.csdn.net/vrunsoftyanlz/article/details/79254162

++++WWW类和协程https://blog.csdn.net/vrunsoftyanlz/article/details/79254559

++++Unity网络https://blog.csdn.net/vrunsoftyanlz/article/details/79254902

++++Unity资源加密https://blog.csdn.net/VRunSoftYanlz/article/details/87644514

++++PhotonServer简介https://blog.csdn.net/VRunSoftYanlz/article/details/86652770

++++编写Photon游戏服务器https://blog.csdn.net/VRunSoftYanlz/article/details/86682935

++++C#事件https://blog.csdn.net/vrunsoftyanlz/article/details/78631267

++++C#委托https://blog.csdn.net/vrunsoftyanlz/article/details/78631183

++++C#集合https://blog.csdn.net/vrunsoftyanlz/article/details/78631175

++++C#泛型https://blog.csdn.net/vrunsoftyanlz/article/details/78631141

++++C#接口https://blog.csdn.net/vrunsoftyanlz/article/details/78631122

++++C#静态类https://blog.csdn.net/vrunsoftyanlz/article/details/78630979

++++C#中System.String类https://blog.csdn.net/vrunsoftyanlz/article/details/78630945

++++C#数据类型https://blog.csdn.net/vrunsoftyanlz/article/details/78630913

++++Unity3D默认的快捷键https://blog.csdn.net/vrunsoftyanlz/article/details/78630838

++++游戏相关缩写https://blog.csdn.net/vrunsoftyanlz/article/details/78630687

++++UnityAPI.Rigidbody刚体https://blog.csdn.net/VRunSoftYanlz/article/details/81784053

++++UnityAPI.Material材质https://blog.csdn.net/VRunSoftYanlz/article/details/81814303

++++UnityAPI.Android安卓https://blog.csdn.net/VRunSoftYanlz/article/details/81843193

++++UnityAPI.AndroidJNI安卓JNIhttps://blog.csdn.net/VRunSoftYanlz/article/details/81879345

++++UnityAPI.Transform变换https://blog.csdn.net/VRunSoftYanlz/article/details/81916293

++++UnityAPI.WheelCollider轮碰撞器https://blog.csdn.net/VRunSoftYanlz/article/details/82356217

++++UnityAPI.Resources资源https://blog.csdn.net/VRunSoftYanlz/article/details/83155518

++++JSON数据结构https://blog.csdn.net/VRunSoftYanlz/article/details/82026644

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