UnityGiles commited on
Commit
8c64846
·
1 Parent(s): 79d9928

update to inference engine

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  1. Assets/Data.meta +0 -8
  2. Assets/Data/anchors.csv.meta +0 -7
  3. Assets/Data/pexels-fauxels-3184407.jpg +0 -3
  4. Assets/Data/pexels-fauxels-3184407.jpg.meta +0 -117
  5. Assets/FaceDetection.unity +0 -721
  6. Assets/FaceDetection.unity.meta +0 -7
  7. Assets/InputSystem_Actions.inputactions +0 -1057
  8. Assets/InputSystem_Actions.inputactions.meta +0 -14
  9. Assets/Materials.meta +0 -8
  10. Assets/Materials/Keypoint.mat +0 -112
  11. Assets/Materials/Keypoint.mat.meta +0 -8
  12. Assets/Materials/Line.mat +0 -136
  13. Assets/Materials/Line.mat.meta +0 -8
  14. Assets/Materials/ground.mat +0 -138
  15. Assets/Materials/ground.mat.meta +0 -8
  16. Assets/Models.meta +0 -8
  17. Assets/Models/blaze_face_short_range.onnx.meta +0 -10
  18. Assets/Prefabs.meta +0 -8
  19. Assets/Prefabs/BoundingBox.prefab +0 -156
  20. Assets/Prefabs/BoundingBox.prefab.meta +0 -7
  21. Assets/Prefabs/Face Previews.prefab +0 -0
  22. Assets/Prefabs/Face Previews.prefab.meta +0 -7
  23. Assets/Prefabs/Image Preview.prefab +0 -157
  24. Assets/Prefabs/Image Preview.prefab.meta +0 -7
  25. Assets/Prefabs/Keypoint.prefab +0 -332
  26. Assets/Prefabs/Keypoint.prefab.meta +0 -7
  27. Assets/Prefabs/KeypointLine.prefab +0 -191
  28. Assets/Prefabs/KeypointLine.prefab.meta +0 -7
  29. Assets/Resources.meta +0 -3
  30. Assets/Resources/ComputeShaders.meta +0 -3
  31. Assets/Resources/ComputeShaders/ImageTransform.compute +0 -33
  32. Assets/Resources/ComputeShaders/ImageTransform.compute.meta +0 -7
  33. Assets/Scripts.meta +0 -3
  34. Assets/Scripts/BlazeUtils.cs +0 -138
  35. Assets/Scripts/BlazeUtils.cs.meta +0 -3
  36. Assets/Scripts/BoundingBox.cs +0 -28
  37. Assets/Scripts/BoundingBox.cs.meta +0 -2
  38. Assets/Scripts/FaceDetection.cs +0 -132
  39. Assets/Scripts/FaceDetection.cs.meta +0 -2
  40. Assets/Scripts/FacePreview.cs +0 -22
  41. Assets/Scripts/FacePreview.cs.meta +0 -2
  42. Assets/Scripts/ImagePreview.cs +0 -14
  43. Assets/Scripts/ImagePreview.cs.meta +0 -2
  44. Assets/Scripts/Keypoint.cs +0 -40
  45. Assets/Scripts/Keypoint.cs.meta +0 -2
  46. Assets/Settings.meta +0 -8
  47. Assets/Settings/DefaultVolumeProfile.asset +0 -983
  48. Assets/Settings/DefaultVolumeProfile.asset.meta +0 -8
  49. Assets/Settings/Mobile_RPAsset.asset +0 -135
  50. Assets/Settings/Mobile_RPAsset.asset.meta +0 -8
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Assets/Resources/ComputeShaders/ImageTransform.compute DELETED
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- #pragma kernel ImageSample
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-
3
- Texture2D X_tex2D;
4
- SamplerState LinearClampSampler;
5
- RWStructuredBuffer<float> Optr;
6
-
7
- uint O_width;
8
- uint O_height;
9
- uint O_channels;
10
- uint X_width;
11
- uint X_height;
12
- float4x4 affineMatrix;
13
-
14
- [numthreads(8, 8, 1)]
15
- void ImageSample(uint3 dispatchThreadID : SV_DispatchThreadID)
16
- {
17
- uint2 O_pos = dispatchThreadID.yx;
18
-
19
- if (O_pos.x >= O_width || O_pos.y >= O_height)
20
- return;
21
-
22
- float4 uv = mul(affineMatrix, float4(O_pos.x, O_pos.y, 1, 1)) / float4(X_width, X_height, 1, 1);
23
-
24
- bool mask = uv.x >= 0 && uv.x <= 1 && uv.y >= 0 && uv.y <= 1;
25
- float4 c = mask * X_tex2D.SampleLevel(LinearClampSampler, uv.xy, 0);
26
- // SRGB conversion
27
- bool3 maskRGB = c.rgb > 0.0031308f;
28
- c.rgb = lerp(12.92f * c.rgb, 1.055f * (pow(abs(c.rgb), 0.41666666666f) - 0.055f), maskRGB);
29
-
30
- Optr[(O_pos.y * O_width + O_pos.x) * O_channels + 0] = c.x;
31
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- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Assets/Scripts/BlazeUtils.cs DELETED
@@ -1,138 +0,0 @@
1
- using System;
2
- using System.Globalization;
3
- using Unity.Mathematics;
4
- using Unity.Sentis;
5
- using UnityEngine;
6
-
7
- public static class BlazeUtils
8
- {
9
- // matrix utility
10
- public static float2x3 mul(float2x3 a, float2x3 b)
11
- {
12
- return new float2x3(
13
- a[0][0] * b[0][0] + a[1][0] * b[0][1],
14
- a[0][0] * b[1][0] + a[1][0] * b[1][1],
15
- a[0][0] * b[2][0] + a[1][0] * b[2][1] + a[2][0],
16
- a[0][1] * b[0][0] + a[1][1] * b[0][1],
17
- a[0][1] * b[1][0] + a[1][1] * b[1][1],
18
- a[0][1] * b[2][0] + a[1][1] * b[2][1] + a[2][1]
19
- );
20
- }
21
-
22
- public static float2 mul(float2x3 a, float2 b)
23
- {
24
- return new float2(
25
- a[0][0] * b.x + a[1][0] * b.y + a[2][0],
26
- a[0][1] * b.x + a[1][1] * b.y + a[2][1]
27
- );
28
- }
29
-
30
- public static float2x3 RotationMatrix(float theta)
31
- {
32
- var sinTheta = math.sin(theta);
33
- var cosTheta = math.cos(theta);
34
- return new float2x3(
35
- cosTheta, -sinTheta, 0,
36
- sinTheta, cosTheta, 0
37
- );
38
- }
39
-
40
- public static float2x3 TranslationMatrix(float2 delta)
41
- {
42
- return new float2x3(
43
- 1, 0, delta.x,
44
- 0, 1, delta.y
45
- );
46
- }
47
-
48
- public static float2x3 ScaleMatrix(float2 scale)
49
- {
50
- return new float2x3(
51
- scale.x, 0, 0,
52
- 0, scale.y, 0
53
- );
54
- }
55
-
56
- // model filtering utility
57
- static FunctionalTensor ScoreFiltering(FunctionalTensor rawScores, float scoreThreshold)
58
- {
59
- return Functional.Sigmoid(Functional.Clamp(rawScores, -scoreThreshold, scoreThreshold));
60
- }
61
-
62
- public static (FunctionalTensor, FunctionalTensor, FunctionalTensor) NMSFiltering(FunctionalTensor rawBoxes, FunctionalTensor rawScores, FunctionalTensor anchors, float inputSize, float iouThreshold, float scoreThreshold)
63
- {
64
- var xCenter = rawBoxes[0, .., 0] + anchors[.., 0] * inputSize;
65
- var yCenter = rawBoxes[0, .., 1] + anchors[.., 1] * inputSize;
66
-
67
- var widthHalf = 0.5f * rawBoxes[0, .., 2];
68
- var heightHalf = 0.5f * rawBoxes[0, .., 3];
69
-
70
- var nmsBoxes = Functional.Stack(new[]
71
- {
72
- yCenter - heightHalf,
73
- xCenter - widthHalf,
74
- yCenter + heightHalf,
75
- xCenter + widthHalf
76
- }, 1);
77
-
78
- var nmsScores = Functional.Squeeze(ScoreFiltering(rawScores, 100f));
79
- var selectedIndices = Functional.NMS(nmsBoxes, nmsScores, iouThreshold, scoreThreshold); // (N);
80
-
81
- var selectedBoxes = Functional.IndexSelect(rawBoxes, 1, selectedIndices).Unsqueeze(0); // (1, N, 16)
82
- var selectedScores = Functional.IndexSelect(rawScores, 1, selectedIndices).Unsqueeze(0); // (1, N, 1)
83
-
84
- return (selectedIndices, selectedScores, selectedBoxes);
85
- }
86
-
87
- // image transform utility
88
- static ComputeShader s_ImageTransformShader = Resources.Load<ComputeShader>("ComputeShaders/ImageTransform");
89
- static int s_ImageSample = s_ImageTransformShader.FindKernel("ImageSample");
90
- static int s_Optr = Shader.PropertyToID("Optr");
91
- static int s_X_tex2D = Shader.PropertyToID("X_tex2D");
92
- static int s_O_height = Shader.PropertyToID("O_height");
93
- static int s_O_width = Shader.PropertyToID("O_width");
94
- static int s_O_channels = Shader.PropertyToID("O_channels");
95
- static int s_X_height = Shader.PropertyToID("X_height");
96
- static int s_X_width = Shader.PropertyToID("X_width");
97
- static int s_affineMatrix = Shader.PropertyToID("affineMatrix");
98
-
99
- static int IDivC(int v, int div)
100
- {
101
- return (v + div - 1) / div;
102
- }
103
-
104
- public static void SampleImageAffine(Texture srcTexture, Tensor<float> dstTensor, float2x3 M)
105
- {
106
- var tensorData = ComputeTensorData.Pin(dstTensor, false);
107
-
108
- s_ImageTransformShader.SetTexture(s_ImageSample, s_X_tex2D, srcTexture);
109
- s_ImageTransformShader.SetBuffer(s_ImageSample, s_Optr, tensorData.buffer);
110
-
111
- s_ImageTransformShader.SetInt(s_O_height, dstTensor.shape[1]);
112
- s_ImageTransformShader.SetInt(s_O_width, dstTensor.shape[2]);
113
- s_ImageTransformShader.SetInt(s_O_channels, dstTensor.shape[3]);
114
- s_ImageTransformShader.SetInt(s_X_height, srcTexture.height);
115
- s_ImageTransformShader.SetInt(s_X_width, srcTexture.width);
116
-
117
- s_ImageTransformShader.SetMatrix(s_affineMatrix, new Matrix4x4(new Vector4(M[0][0], M[0][1]), new Vector4(M[1][0], M[1][1]), new Vector4(M[2][0], M[2][1]), Vector4.zero));
118
-
119
- s_ImageTransformShader.Dispatch(s_ImageSample, IDivC(dstTensor.shape[1], 8), IDivC(dstTensor.shape[1], 8), 1);
120
- }
121
-
122
- public static float[,] LoadAnchors(string csv, int numAnchors)
123
- {
124
- var anchors = new float[numAnchors, 4];
125
- var anchorLines = csv.Split('\n');
126
-
127
- for (var i = 0; i < numAnchors; i++)
128
- {
129
- var anchorValues = anchorLines[i].Split(',');
130
- for (var j = 0; j < 4; j++)
131
- {
132
- anchors[i, j] = float.Parse(anchorValues[j], CultureInfo.InvariantCulture);
133
- }
134
- }
135
-
136
- return anchors;
137
- }
138
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Assets/Scripts/BoundingBox.cs DELETED
@@ -1,28 +0,0 @@
1
- using System;
2
- using UnityEngine;
3
-
4
- public class BoundingBox : MonoBehaviour
5
- {
6
- public LineRenderer lineRenderer;
7
- public Color color;
8
- public float width;
9
-
10
- void Start()
11
- {
12
- lineRenderer.startColor = color;
13
- lineRenderer.endColor = color;
14
- lineRenderer.startWidth = width;
15
- lineRenderer.endWidth = width;
16
- }
17
-
18
- public void Set(bool active, Vector3 position, Vector2 size)
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- {
20
- gameObject.SetActive(active);
21
- lineRenderer.positionCount = 4;
22
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23
- lineRenderer.SetPosition(1, position + new Vector3(-0.5f * size.x, +0.5f * size.y, 0));
24
- lineRenderer.SetPosition(2, position + new Vector3(+0.5f * size.x, +0.5f * size.y, 0));
25
- lineRenderer.SetPosition(3, position + new Vector3(+0.5f * size.x, -0.5f * size.y, 0));
26
- lineRenderer.loop = true;
27
- }
28
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Assets/Scripts/FaceDetection.cs DELETED
@@ -1,132 +0,0 @@
1
- using System;
2
- using Unity.Mathematics;
3
- using Unity.Sentis;
4
- using UnityEngine;
5
-
6
- public class FaceDetection : MonoBehaviour
7
- {
8
- public FacePreview[] facePreviews;
9
- public ImagePreview imagePreview;
10
- public Texture2D imageTexture;
11
- public ModelAsset faceDetector;
12
- public TextAsset anchorsCSV;
13
-
14
- public float iouThreshold = 0.3f;
15
- public float scoreThreshold = 0.5f;
16
-
17
- const int k_NumAnchors = 896;
18
- float[,] m_Anchors;
19
-
20
- const int k_NumKeypoints = 6;
21
- const int detectorInputSize = 128;
22
-
23
- Worker m_FaceDetectorWorker;
24
- Tensor<float> m_DetectorInput;
25
- Awaitable m_DetectAwaitable;
26
-
27
- float m_TextureWidth;
28
- float m_TextureHeight;
29
-
30
- public async void Start()
31
- {
32
- m_Anchors = BlazeUtils.LoadAnchors(anchorsCSV.text, k_NumAnchors);
33
-
34
- var faceDetectorModel = ModelLoader.Load(faceDetector);
35
-
36
- // post process the model to filter scores + nms select the best faces
37
- var graph = new FunctionalGraph();
38
- var input = graph.AddInput(faceDetectorModel, 0);
39
- var outputs = Functional.Forward(faceDetectorModel, 2 * input - 1);
40
- var boxes = outputs[0]; // (1, 896, 16)
41
- var scores = outputs[1]; // (1, 896, 1)
42
- var anchorsData = new float[k_NumAnchors * 4];
43
- Buffer.BlockCopy(m_Anchors, 0, anchorsData, 0, anchorsData.Length * sizeof(float));
44
- var anchors = Functional.Constant(new TensorShape(k_NumAnchors, 4), anchorsData);
45
- var idx_scores_boxes = BlazeUtils.NMSFiltering(boxes, scores, anchors, detectorInputSize, iouThreshold, scoreThreshold);
46
- faceDetectorModel = graph.Compile(idx_scores_boxes.Item1, idx_scores_boxes.Item2, idx_scores_boxes.Item3);
47
-
48
- m_FaceDetectorWorker = new Worker(faceDetectorModel, BackendType.GPUCompute);
49
-
50
- m_DetectorInput = new Tensor<float>(new TensorShape(1, detectorInputSize, detectorInputSize, 3));
51
-
52
- while (true)
53
- {
54
- try
55
- {
56
- m_DetectAwaitable = Detect(imageTexture);
57
- await m_DetectAwaitable;
58
- }
59
- catch (OperationCanceledException)
60
- {
61
- break;
62
- }
63
- }
64
-
65
- m_FaceDetectorWorker.Dispose();
66
- m_DetectorInput.Dispose();
67
- }
68
-
69
- Vector3 ImageToWorld(Vector2 position)
70
- {
71
- return (position - 0.5f * new Vector2(m_TextureWidth, m_TextureHeight)) / m_TextureHeight;
72
- }
73
-
74
- async Awaitable Detect(Texture texture)
75
- {
76
- m_TextureWidth = texture.width;
77
- m_TextureHeight = texture.height;
78
- imagePreview.SetTexture(texture);
79
-
80
- var size = Mathf.Max(texture.width, texture.height);
81
-
82
- // The affine transformation matrix to go from tensor coordinates to image coordinates
83
- var scale = size / (float)detectorInputSize;
84
- var M = BlazeUtils.mul(BlazeUtils.TranslationMatrix(0.5f * (new Vector2(texture.width, texture.height) + new Vector2(-size, size))), BlazeUtils.ScaleMatrix(new Vector2(scale, -scale)));
85
- BlazeUtils.SampleImageAffine(texture, m_DetectorInput, M);
86
-
87
- m_FaceDetectorWorker.Schedule(m_DetectorInput);
88
-
89
- var outputIndicesAwaitable = (m_FaceDetectorWorker.PeekOutput(0) as Tensor<int>).ReadbackAndCloneAsync();
90
- var outputScoresAwaitable = (m_FaceDetectorWorker.PeekOutput(1) as Tensor<float>).ReadbackAndCloneAsync();
91
- var outputBoxesAwaitable = (m_FaceDetectorWorker.PeekOutput(2) as Tensor<float>).ReadbackAndCloneAsync();
92
-
93
- using var outputIndices = await outputIndicesAwaitable;
94
- using var outputScores = await outputScoresAwaitable;
95
- using var outputBoxes = await outputBoxesAwaitable;
96
-
97
- var numFaces = outputIndices.shape.length;
98
-
99
- for (var i = 0; i < facePreviews.Length; i++)
100
- {
101
- var active = i < numFaces;
102
- facePreviews[i].SetActive(active);
103
- if (!active)
104
- continue;
105
-
106
- var idx = outputIndices[i];
107
-
108
- var anchorPosition = detectorInputSize * new float2(m_Anchors[idx, 0], m_Anchors[idx, 1]);
109
-
110
- var box_ImageSpace = BlazeUtils.mul(M, anchorPosition + new float2(outputBoxes[0, i, 0], outputBoxes[0, i, 1]));
111
- var boxTopRight_ImageSpace = BlazeUtils.mul(M, anchorPosition + new float2(outputBoxes[0, i, 0] + 0.5f * outputBoxes[0, i, 2], outputBoxes[0, i, 1] + 0.5f * outputBoxes[0, i, 3]));
112
-
113
- var boxSize = 2f * (boxTopRight_ImageSpace - box_ImageSpace);
114
- facePreviews[i].SetBoundingBox(true, ImageToWorld(box_ImageSpace), boxSize / texture.height);
115
-
116
- for (var j = 0; j < k_NumKeypoints; j++)
117
- {
118
- var position_ImageSpace = BlazeUtils.mul(M, anchorPosition + new float2(outputBoxes[0, i, 4 + 2 * j + 0], outputBoxes[0, i, 4 + 2 * j + 1]));
119
- facePreviews[i].SetKeypoint(j, true, ImageToWorld(position_ImageSpace));
120
- }
121
- }
122
-
123
- // if no faces are recognized then the awaitable outputs return synchronously so we need to add an extra frame await here to allow the main thread to run
124
- if (numFaces == 0)
125
- await Awaitable.NextFrameAsync();
126
- }
127
-
128
- void OnDestroy()
129
- {
130
- m_DetectAwaitable.Cancel();
131
- }
132
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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1
- fileFormatVersion: 2
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- guid: ae2eb443caa7ad94aad55b4a8a8fb4ea
 
 
 
Assets/Scripts/FacePreview.cs DELETED
@@ -1,22 +0,0 @@
1
- using UnityEngine;
2
-
3
- public class FacePreview : MonoBehaviour
4
- {
5
- public BoundingBox boundingBox;
6
- public Keypoint[] keypoints;
7
-
8
- public void SetActive(bool active)
9
- {
10
- gameObject.SetActive(active);
11
- }
12
-
13
- public void SetBoundingBox(bool active, Vector3 position, Vector2 size)
14
- {
15
- boundingBox.Set(active, position, size);
16
- }
17
-
18
- public void SetKeypoint(int index, bool active, Vector3 position)
19
- {
20
- keypoints[index].Set(active, position);
21
- }
22
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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- fileFormatVersion: 2
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- guid: a13d9ed61ce25fa4caf885d6c7222b9d
 
 
 
Assets/Scripts/ImagePreview.cs DELETED
@@ -1,14 +0,0 @@
1
- using System;
2
- using UnityEngine;
3
-
4
- public class ImagePreview : MonoBehaviour
5
- {
6
- public GameObject imageQuad;
7
-
8
- public void SetTexture(Texture texture)
9
- {
10
- imageQuad.GetComponent<MeshRenderer>().material.mainTexture = texture;
11
- var aspectRatio = texture.width / (float)texture.height;
12
- imageQuad.transform.localScale = new Vector3(aspectRatio, 1f, 1f);
13
- }
14
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Assets/Scripts/Keypoint.cs DELETED
@@ -1,40 +0,0 @@
1
- using UnityEngine;
2
-
3
- public class Keypoint : MonoBehaviour
4
- {
5
- public LineRenderer outerCircle;
6
- public LineRenderer innerCircle;
7
- bool m_IsActive;
8
- Vector3 m_Position;
9
-
10
- public bool IsActive => m_IsActive;
11
- public Vector3 Position => m_Position;
12
-
13
- public Color outerColor;
14
- public Color innerColor;
15
- public float outerWidth;
16
- public float innerWidth;
17
-
18
- public void Start()
19
- {
20
- outerCircle.startColor = outerColor;
21
- outerCircle.endColor = outerColor;
22
- outerCircle.startWidth = outerWidth;
23
- outerCircle.endWidth = outerWidth;
24
- innerCircle.startColor = innerColor;
25
- innerCircle.endColor = innerColor;
26
- innerCircle.startWidth = innerWidth;
27
- innerCircle.endWidth = innerWidth;
28
- }
29
-
30
- public void Set(bool active, Vector3 position)
31
- {
32
- m_IsActive = active;
33
- m_Position = position;
34
- gameObject.SetActive(active);
35
- outerCircle.SetPosition(0, position);
36
- outerCircle.SetPosition(1, position);
37
- innerCircle.SetPosition(0, position);
38
- innerCircle.SetPosition(1, position);
39
- }
40
- }
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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