I got this from somewhere and I really like it for light trails, but it doesn’t play well with #pragma strict. I know in a lot of similar questions that they recommend using List, but I can’t use System.Collections.Generic because I don’t think it’s compatible with iphone/andoid etc. With #pragma strict I get:
‘time’ not a member of ‘Object’ and ‘point’ not a member of ‘Object’
Could someone walk me through how to fix this? I’m a little lost, it has to do with dynamic typecasting, right? Thanks a lot.
#pragma strict
/*
Generates a trail that is always facing upwards using the scriptable mesh interface.
vertex colors and uv's are generated similar to the builtin Trail Renderer.
To use it
1. create an empty game object
2. attach this script and a MeshRenderer
3. Then assign a particle material to the mesh renderer
*/
var height = 2.0;
var time = 2.0;
var alwaysUp = false;
var minDistance = 0.1;
var startColor = Color.white;
var endColor = Color (1, 1, 1, 0);
class TronTrailSection
{
var point : Vector3;
var upDir : Vector3;
var time : float;
}
private var sections = new Array();
function LateUpdate () {
var position = transform.position;
var now = Time.time;
// Remove old sections
while (sections.length > 0 && now > sections[sections.length - 1].time + time) {
sections.Pop();
}
// Add a new trail section
if (sections.length == 0 || (sections[0].point - position).sqrMagnitude > minDistance * minDistance)
{
var section = TronTrailSection ();
section.point = position;
if (alwaysUp)
section.upDir = Vector3.up;
else
section.upDir = transform.TransformDirection(Vector3.up);
section.time = now;
sections.Unshift(section);
}
// Rebuild the mesh
var mesh : Mesh = GetComponent(MeshFilter).mesh;
mesh.Clear();
// We need at least 2 sections to create the line
if (sections.length < 2)
return;
var vertices = new Vector3[sections.length * 2];
var colors = new Color[sections.length * 2];
var uv = new Vector2[sections.length * 2];
var previousSection : TronTrailSection = sections[0];
var currentSection : TronTrailSection = sections[0];
// Use matrix instead of transform.TransformPoint for performance reasons
var localSpaceTransform = transform.worldToLocalMatrix;
// Generate vertex, uv and colors
for (var i=0;i<sections.length;i++)
{
previousSection = currentSection;
currentSection = sections*;*
-
// Calculate u for texture uv and color interpolation* -
var u = 0.0; * -
if (i != 0)* -
u = Mathf.Clamp01 ((Time.time - currentSection.time) / time);* -
// Calculate upwards direction* -
var upDir = currentSection.upDir;* -
// Generate vertices*
_ vertices[i * 2 + 0] = localSpaceTransform.MultiplyPoint(currentSection.point);_
_ vertices[i * 2 + 1] = localSpaceTransform.MultiplyPoint(currentSection.point + upDir * height);_
_ uv[i * 2 + 0] = Vector2(u, 0);_
_ uv[i * 2 + 1] = Vector2(u, 1);_
-
// fade colors out over time* -
var interpolatedColor = Color.Lerp(startColor, endColor, u);*
_ colors[i * 2 + 0] = interpolatedColor;_
_ colors[i * 2 + 1] = interpolatedColor;_
-
}*
-
// Generate triangles indices*
_ var triangles = new int[(sections.length - 1) * 2 * 3];_ -
for (i=0;i<triangles.length / 6;i++)*
-
{*
_ triangles[i * 6 + 0] = i * 2;_
_ triangles[i * 6 + 1] = i * 2 + 1;_
_ triangles[i * 6 + 2] = i * 2 + 2;_
_ triangles[i * 6 + 3] = i * 2 + 2;_
_ triangles[i * 6 + 4] = i * 2 + 1;_
_ triangles[i * 6 + 5] = i * 2 + 3;_
-
}*
-
// Assign to mesh *
-
mesh.vertices = vertices;*
-
mesh.colors = colors;*
-
mesh.uv = uv;*
-
mesh.triangles = triangles;*
}