Beispiel #1
0
        private void WorldIconsToggle(object sender, RoutedEventArgs e)
        {
            Properties.Settings.Default.WorldIcons = WorldIconsOption.IsChecked;
            if (WorldIconsOption.IsChecked)
            {
                SorasHeart.SetResourceReference(ContentProperty, "SoraHeartImage");
                SimulatedTwilightTown.SetResourceReference(ContentProperty, "SimulatedImage");
                HollowBastion.SetResourceReference(ContentProperty, "HollowBastionImage");
                OlympusColiseum.SetResourceReference(ContentProperty, "OlympusImage");
                LandofDragons.SetResourceReference(ContentProperty, "LandofDragonsImage");
                PrideLands.SetResourceReference(ContentProperty, "PrideLandsImage");
                HalloweenTown.SetResourceReference(ContentProperty, "HalloweenTownImage");
                SpaceParanoids.SetResourceReference(ContentProperty, "SpaceParanoidsImage");
                GoA.SetResourceReference(ContentProperty, "GardenofAssemblageImage");

                DriveForms.SetResourceReference(ContentProperty, "DriveFormsImage");
                TwilightTown.SetResourceReference(ContentProperty, "TwilightTownImage");
                BeastsCastle.SetResourceReference(ContentProperty, "BeastCastleImage");
                Agrabah.SetResourceReference(ContentProperty, "AgrabahImage");
                HundredAcreWood.SetResourceReference(ContentProperty, "HundredAcreImage");
                DisneyCastle.SetResourceReference(ContentProperty, "DisneyCastleImage");
                PortRoyal.SetResourceReference(ContentProperty, "PortRoyalImage");
                TWTNW.SetResourceReference(ContentProperty, "TWTNWImage");
                Atlantica.SetResourceReference(ContentProperty, "AtlanticaImage");
            }
            else
            {
                SorasHeart.SetResourceReference(ContentProperty, "SoraHeartText");
                SimulatedTwilightTown.SetResourceReference(ContentProperty, "SimulatedText");
                HollowBastion.SetResourceReference(ContentProperty, "HollowBastionText");
                OlympusColiseum.SetResourceReference(ContentProperty, "OlympusText");
                LandofDragons.SetResourceReference(ContentProperty, "LandofDragonsText");
                PrideLands.SetResourceReference(ContentProperty, "PrideLandsText");
                HalloweenTown.SetResourceReference(ContentProperty, "HalloweenTownText");
                SpaceParanoids.SetResourceReference(ContentProperty, "SpaceParanoidsText");
                GoA.SetResourceReference(ContentProperty, "GardenofAssemblageText");

                DriveForms.SetResourceReference(ContentProperty, "DriveFormsText");
                TwilightTown.SetResourceReference(ContentProperty, "TwilightTownText");
                BeastsCastle.SetResourceReference(ContentProperty, "BeastCastleText");
                Agrabah.SetResourceReference(ContentProperty, "AgrabahText");
                HundredAcreWood.SetResourceReference(ContentProperty, "HundredAcreText");
                DisneyCastle.SetResourceReference(ContentProperty, "DisneyCastleText");
                PortRoyal.SetResourceReference(ContentProperty, "PortRoyalText");
                TWTNW.SetResourceReference(ContentProperty, "TWTNWText");
                Atlantica.SetResourceReference(ContentProperty, "AtlanticaText");
            }
        }
Beispiel #2
0
    void SplitterMethoed(GameObject targetCollider) //INPROGRESS!!!!!!!!!!!
    {
        //GameObject tempObj = targetCollider;
        piecesToBeDeleted.Clear();
        piecesToBeDeleted.Add(targetCollider);

        Vector3[] corn = corners(targetCollider);
        CutPositionFront(_numbOfFrontalCutPos, corn[0], corn[1]);


        //startPoint = new Vector3(
        //    targetCollider.GetComponent<Renderer>().bounds.min.x * 1,
        //    targetCollider.GetComponent<Renderer>().bounds.min.y * 1,
        //    targetCollider.GetComponent<Renderer>().bounds.min.z * 1);
        //endPoint = new Vector3(
        //    targetCollider.GetComponent<Renderer>().bounds.max.x * 1,
        //    targetCollider.GetComponent<Renderer>().bounds.max.y * 1,
        //    targetCollider.GetComponent<Renderer>().bounds.max.z * 1);

        if (_canCutIntoPieces)
        {
            for (int i = 1; i < numbOfCuts.Count; i++)
            {
                if (piecesToBeDeleted.Count != 1)
                {
                    print("Too many Gamobjects on list.: piecesToBeDeleted<>..");
                    break;
                }
                //piecesToBeDeleted.Add(targetCollider);
                pieceList2.Clear();
                GameObject[] pieces = BLINDED_AM_ME.MeshCut.Cut(piecesToBeDeleted[0], numbOfCuts[i - 1].transform.position, transform.right, capMaterial);
                _secondObj = false;
                foreach (GameObject go in pieces)
                {
                    //    if (i == numbOfCuts.Count - 1 && go == pieces[1])
                    //    {
                    //        continue;
                    //    }
                    //    else
                    //    {
                    pieceList2.Add(go);
                    //    }
                }

                foreach (GameObject GoA in pieceList2)
                {
                    //for (int j = 0; j < GoA.Length; j++)
                    //{
                    if (!GoA.GetComponent <Rigidbody>())
                    {
                        GoA.AddComponent <Rigidbody>();
                    }
                    if (_secondObj)
                    {
                        piecesToBeDeleted.Add(GoA);
                        if (i == numbOfCuts.Count)         // <----- Something is wrong here.... Spawns an empty object when it cuts only 1...
                        {
                            DeletePieces(1);
                        }
                    }
                    if (_destroyMadePieces)
                    {
                        Destroy(GoA, _destroyTimer);
                    }
                    //}
                    _secondObj = true;
                }

                DeletePieces();

                //foreach (GameObject go in numbOfCuts)
                //{
                //    Destroy(go);
                //}
            }
        }

        Vector3[] cornSide = corners(targetCollider, 1);
        CutPositionSide(_numbOfSideCutPos, cornSide[0], cornSide[1]);
        if (_canCutIntoPieces)
        {
            for (int i = 1; i < numbOfCuts.Count; i++)
            {
                if (piecesToBeDeleted.Count != 1)
                {
                    print("Too many Gamobjects on list.: piecesToBeDeleted<>..");
                    break;
                }
                //piecesToBeDeleted.Add(targetCollider);
                pieceList2.Clear();
                GameObject[] pieces = BLINDED_AM_ME.MeshCut.Cut(piecesToBeDeleted[0], numbOfCuts[i - 1].transform.position, transform.right, capMaterial);
                _secondObj = false;
                foreach (GameObject go in pieces)
                {
                    //    if (i == numbOfCuts.Count - 1 && go == pieces[1])
                    //    {
                    //        continue;
                    //    }
                    //    else
                    //    {
                    pieceList2.Add(go);
                    //    }
                }

                foreach (GameObject GoA in pieceList2)
                {
                    //for (int j = 0; j < GoA.Length; j++)
                    //{
                    if (!GoA.GetComponent <Rigidbody>())
                    {
                        GoA.AddComponent <Rigidbody>();
                    }
                    if (_secondObj)
                    {
                        piecesToBeDeleted.Add(GoA);
                        if (i == numbOfCuts.Count)         // <----- Something is wrong here.... Spawns an empty object when it cuts only 1...
                        {
                            DeletePieces(1);
                        }
                    }
                    if (_destroyMadePieces)
                    {
                        Destroy(GoA, _destroyTimer);
                    }
                    //}
                    _secondObj = true;
                }

                DeletePieces();

                //foreach (GameObject go in numbOfCuts)
                //{
                //    Destroy(go);
                //}
            }
        }

        Vector3[] cornHeight = corners(targetCollider, 2);
        CutPositionHorizontal(_numbOfHorizontalCutPos, cornHeight[0], cornHeight[1]);
        if (_canCutIntoPieces)
        {
            for (int i = 1; i < numbOfCuts.Count; i++)
            {
                if (piecesToBeDeleted.Count != 1)
                {
                    print("Too many Gamobjects on list.: piecesToBeDeleted<>..");
                    break;
                }
                //piecesToBeDeleted.Add(targetCollider);
                pieceList2.Clear();
                GameObject[] pieces = BLINDED_AM_ME.MeshCut.Cut(piecesToBeDeleted[0], numbOfCuts[i - 1].transform.position, transform.right, capMaterial);
                _secondObj = false;
                foreach (GameObject go in pieces)
                {
                    //    if (i == numbOfCuts.Count - 1 && go == pieces[1])
                    //    {
                    //        continue;
                    //    }
                    //    else
                    //    {
                    pieceList2.Add(go);
                    //    }
                }

                foreach (GameObject GoA in pieceList2)
                {
                    //for (int j = 0; j < GoA.Length; j++)
                    //{
                    if (!GoA.GetComponent <Rigidbody>())
                    {
                        GoA.AddComponent <Rigidbody>();
                    }
                    if (_secondObj)
                    {
                        piecesToBeDeleted.Add(GoA);
                        if (i == numbOfCuts.Count)         // <----- Something is wrong here.... Spawns an empty object when it cuts only 1...
                        {
                            DeletePieces(1);
                        }
                    }
                    if (_destroyMadePieces)
                    {
                        Destroy(GoA, _destroyTimer);
                    }
                    //}
                    _secondObj = true;
                }

                DeletePieces();

                //foreach (GameObject go in numbOfCuts)
                //{
                //    Destroy(go);
                //}
            }
        }
    }