Beispiel #1
0
        /// <summary>
        ///     Adapt sprite scaling according to mesh size and user's wanted size
        /// </summary>
        private void SetFurni2DSize()
        {
            var s     = m_currentFurniture.Size;
            var ms    = m_currentFurniture.MeshSize;
            var sOnMs = new Vector3(s.x / ms.x, s.y / ms.y, s.z / ms.z);

            m_currentFurniture.associated2DObject.transform.localScale =
                VectorFunctions.Switch3D2D(sOnMs);
            m_currentFurniture.AdjustSpriteSize();
        }
Beispiel #2
0
        /// <summary>
        ///     Force a furniture to rebuild gameobjects (scene data) and adjust the transforms
        /// </summary>
        /// <param name="f">Furniture data</param>
        private void RebuildFurniture(Furniture f)
        {
            f.RebuildSceneData();

            if (f.IsCustom)
            {
                f.associated3DObject = ImportManager.Instance.GetGameObjectFromCustomObject(new CustomFurniture
                {
                    Path = f.CustomPath,
                    Name = f.Name
                });
                f.associated3DObject.transform.parent = parent3D;
                AddCollider(f.associated3DObject);
                f.associated2DObject = Instantiate(backUpFurniture2DTop, parent2DTop);
            }
            else
            {
                // 3D
                f.associated3DObject = Instantiate(f.associated3DObject, parent3D);
                // 2D
                if (f.associated2DObject)
                {
                    f.associated2DObject = Instantiate(f.associated2DObject, parent2DTop);
                }
                else
                {
                    f.associated2DObject = Instantiate(backUpFurniture2DTop, parent2DTop);
                }
            }

            var s  = f.Size;
            var ms = f.MeshSize;

            f.associated3DObject.transform.position         = f.Position;
            f.associated3DObject.transform.localEulerAngles =
                f.EulerAngles;
            f.associated3DObject.transform.localScale =
                new Vector3(s.x / ms.x, s.y / ms.y, s.z / ms.z);
            f.associated3DObject.SetLayerRecursively((int)ErgoLayers.ThreeD);
            //f.associated3DObject.GetComponent<Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;


            f.associated2DObject.transform.position =
                VectorFunctions
                .Switch3D2D(f
                            .Position); // VectorFunctions.GetExactPositionFrom3DObject(f.associated2DObject, f.associated3DObject, f.Position);
            f.associated2DObject.transform.localEulerAngles =
                f.EulerAngles.y * Vector3.forward * -1f;
            f.associated2DObject.transform.localScale = VectorFunctions.Switch3D2D(new Vector3(
                                                                                       f.Size.x / f.MeshSize.x,
                                                                                       f.Size.y / f.MeshSize.y,
                                                                                       f.Size.z / f.MeshSize.z
                                                                                       ));

            f.associated2DObject.SetLayerRecursively((int)ErgoLayers.Top);

            f.associated3DObject.tag = "Furniture";
            f.associated2DObject.tag = "Furniture";

            InitFurnitureText(f);
            f.AdjustSpriteSize();
        }