라인 렌더러 버그 수정 #100
@@ -63,7 +63,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: ba071beb1c8293e49a8b25d46f91a7bf, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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lineThickness: 1
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lineThickness: 0.1
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--- !u!1 &1667491123066525069
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GameObject:
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m_ObjectHideFlags: 0
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@@ -209,6 +209,7 @@ namespace Studio.AssetTool
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var canvas_Popup = EventConnector.instance.GetCanvas<Canvas_Popup>();
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canvas_Popup.panel_objectinfo.gameObject.SetActive(false);
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componentScrollView.DeselectAll();
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canvas_Popup.panel_objectdistance.SetSelecetedObjectToNull();
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}
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public void OrderByHierarchy(List<CustomAssetRenderObject> objectsToOrder)
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@@ -16,7 +16,7 @@ namespace Studio.UI
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Dictionary<UI_ObjectDistance, LineRenderer> distanceLines = new();
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[SerializeField]
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float lineThickness = 1;
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float lineThickness = 0.1f;
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CustomAssetRenderObject selectedObject;
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@@ -101,7 +101,6 @@ namespace Studio.UI
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distanceUI.SetText(distance);
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distanceUI.SetPos(distanceCenterPoint);
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//SetLineLength(distanceLines[distanceUI], distanceCenterPoint, direction, distance);
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distanceLines[distanceUI].SetPosition(0, hitPoint);
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distanceLines[distanceUI].SetPosition(1, hitPoint - (direction * distance));
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distanceLines[distanceUI].enabled = true;
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@@ -113,12 +112,5 @@ namespace Studio.UI
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return;
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}
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}
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void SetLineLength(GameObject line, Vector3 centerPoint, Vector3 direction, float length)
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{
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line.transform.position = centerPoint;
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line.transform.rotation = Quaternion.LookRotation(direction) * Quaternion.Euler(new Vector3(90, 0, 0));
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line.transform.localScale = new Vector3(lineThickness, length / 2, lineThickness);
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}
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}
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}
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