Beispiel #1
0
    public void createB1p3()
    {
        if (!partCreated[2])
        {
            clearPartsCreated();
            Vector3    pos            = offscreenCreateLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 270);
            GameObject newB1p3        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[2], pos, fuseToRotation)));
            StartCoroutine(moveToStartingPosition(newB1p3)); // this creates the zooming up from the ground effect

            Transform b1p3        = newB1p3.transform.Find("b1p3");
            Transform b1p3_bb1_a1 = newB1p3.transform.Find("b1p3_bb1_a1");
            b1p3.GetComponent <Tooltip>().enabled        = true;
            b1p3_bb1_a1.GetComponent <Tooltip>().enabled = true;

            FuseAttributes fuseAtts = b1p3Fuses();

            b1p3_bb1_a1.gameObject.AddComponent <FuseBehavior>();
            b1p3_bb1_a1.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b1p3_bb1_a1.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B1p3"));

            b1p3_bb1_a1.gameObject.AddComponent <FaceSelector>();
            b1p3_bb1_a1.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b1p3_bb1_a1.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());
            b1p3_bb1_a1.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.down;

            instantiated[2]             = newB1p3;
            partCreated[2]              = true;
            partButtons[2].interactable = false;

            selectionManager.newPartCreated("b1p3Prefab(Clone)");
        }
    }
    public void createConnector()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newConnector   = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform backLeftCoverAttach  = newConnector.transform.FindChild("connector_corner_attach");
            Transform backRightCoverAttach = newConnector.transform.FindChild("connector_diagonal_side_attach");
            Transform backBridgeAttach     = newConnector.transform.FindChild("connector_diagonal_top_attach");

            FuseAttributes fuseAtts = connectorFuses();

            backLeftCoverAttach.gameObject.AddComponent <FuseBehavior>();
            backLeftCoverAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backLeftCoverAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Connector"));

            backRightCoverAttach.gameObject.AddComponent <FuseBehavior>();
            backRightCoverAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backRightCoverAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Connector"));

            backBridgeAttach.gameObject.AddComponent <FuseBehavior>();
            backBridgeAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backBridgeAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Connector"));

            instantiated[1] = newConnector;
            partCreated[1]  = true;
            selectionManager.newPartCreated("connectorPrefab(Clone)");

            enableManipulationButtons(newConnector);
        }
    }
    public void createDiagonal()
    {
        if (!partCreated[4])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newDiagonal    = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation)));

            Transform diagonalConnectorSideAttach = newDiagonal.transform.FindChild("diagonal_connector_side_attach");
            Transform diagonalConnectorTopAttach  = newDiagonal.transform.FindChild("diagonal_connector_top_attach");

            FuseAttributes fuseAtts = diagonalFuses();

            diagonalConnectorSideAttach.gameObject.AddComponent <FuseBehavior>();
            diagonalConnectorSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            diagonalConnectorSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Diagonal"));

            diagonalConnectorTopAttach.gameObject.AddComponent <FuseBehavior>();
            diagonalConnectorTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            diagonalConnectorTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Diagonal"));

            instantiated[4] = newDiagonal;
            partCreated[4]  = true;
            selectionManager.newPartCreated("diagonalPrefab(Clone)");

            enableManipulationButtons(newDiagonal);
        }
    }
Beispiel #4
0
    public void createSpike()
    {
        if (!partCreated[6])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 270);
            GameObject newSpike       = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[6], pos, fuseToRotation)));

            Transform spikeShaftAttach = newSpike.transform.Find("spike_shaft_attach");

            FuseAttributes fuseAtts = spikeFuses();

            spikeShaftAttach.gameObject.AddComponent <FuseBehavior>();
            spikeShaftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            spikeShaftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Spike"));

            instantiated[6]             = newSpike;
            partCreated[6]              = true;
            partButtons[6].interactable = false;

            selectionManager.newPartCreated("spikePrefab(Clone)");

            enableManipulationButtons(newSpike);
        }
    }
Beispiel #5
0
    public void createTopPointRight()
    {
        if (!partCreated[9])
        {
            clearPartsCreated();
            Vector3    pos              = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation   = Quaternion.Euler(90, 90, 0);
            GameObject newTopPointRight = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[9], pos, fuseToRotation)));

            Transform topPointRightHeadAttach = newTopPointRight.transform.Find("top_point_right_head_attach");
            Transform topPointRightLeftAttach = newTopPointRight.transform.Find("top_point_right_left_attach");

            FuseAttributes fuseAtts = topPointRightFuses();

            topPointRightHeadAttach.gameObject.AddComponent <FuseBehavior>();
            topPointRightHeadAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            topPointRightHeadAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("TopPointRight"));

            topPointRightLeftAttach.gameObject.AddComponent <FuseBehavior>();
            topPointRightLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            topPointRightLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("TopPointRight"));

            instantiated[9]             = newTopPointRight;
            partCreated[9]              = true;
            partButtons[9].interactable = false;

            selectionManager.newPartCreated("top_point_rightPrefab(Clone)");

            enableManipulationButtons(newTopPointRight);
        }
    }
Beispiel #6
0
    public void createCone()
    {
        if (!partCreated[2])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 90);
            GameObject newCone        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[2], pos, fuseToRotation)));

            Transform coneBoxAttach = newCone.transform.Find("cone_box_attach");

            FuseAttributes fuseAtts = coneFuses();

            coneBoxAttach.gameObject.AddComponent <FuseBehavior>();
            coneBoxAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            coneBoxAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Cone"));


            instantiated[2] = newCone;
            partCreated[2]  = true;
            selectionManager.newPartCreated("tutorial1_conePrefab(Clone)");

            enableManipulationButtons(newCone);
        }
    }
Beispiel #7
0
    public void createBottomPoint()
    {
        if (!partCreated[3])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newBottomPoint = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[3], pos, fuseToRotation)));

            Transform bottomPointHeadAttach = newBottomPoint.transform.Find("bottom_point_head_attach");

            //fixes off center problem
            //generatorStrutLeftAttach.transform.localPosition = new Vector3(0, 0, 0);
            //generatorStrutRightAttach.transform.localPosition = new Vector3(0, 0, 0);
            //generatorStrutTopAttach.transform.localPosition = new Vector3(0, 0, 0);

            FuseAttributes fuseAtts = bottomPointFuses();

            bottomPointHeadAttach.gameObject.AddComponent <FuseBehavior>();
            bottomPointHeadAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bottomPointHeadAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BottomPoint"));

            instantiated[3] = newBottomPoint;
            partCreated[3]  = true;
            selectionManager.newPartCreated("bottom_pointPrefab(Clone)");

            enableManipulationButtons(newBottomPoint);
        }
    }
Beispiel #8
0
    public void createBody()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newBody        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform bodyTopAttach    = newBody.transform.Find("Body_Top_Attach");
            Transform bodySideAttach   = newBody.transform.Find("Body_Side_Attach");
            Transform bodyBottomAttach = newBody.transform.Find("Body_Bottom_Attach");

            FuseAttributes fuseAtts = bodyFuses();

            bodyTopAttach.gameObject.AddComponent <FuseBehavior>();
            bodyTopAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodyTopAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            bodySideAttach.gameObject.AddComponent <FuseBehavior>();
            bodySideAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodySideAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            bodyBottomAttach.gameObject.AddComponent <FuseBehavior>();
            bodyBottomAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodyBottomAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            instantiated[0] = newBody;
            partCreated[0]  = true;
            selectionManager.newPartCreated("BodyPrefab(Clone)");

            enableManipulationButtons(newBody);
        }
    }
Beispiel #9
0
    public void createCalf()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = new Vector3(-30, 25, 140); // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 0, 90);
            GameObject newCalf        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform calfTopAttach    = newCalf.transform.Find("Calf_Top_Attach");
            Transform calfBottomAttach = newCalf.transform.Find("Calf_Bottom_Attach");

            FuseAttributes fuseAtts = calfFuses();
            calfTopAttach.gameObject.AddComponent <FuseBehavior>();
            calfTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            calfTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Calf"));

            calfBottomAttach.gameObject.AddComponent <FuseBehavior>();
            calfBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            calfBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Calf"));

            instantiated[1] = newCalf;
            partCreated[1]  = true;
            selectionManager.newPartCreated("calfPrefab(Clone)");

            enableManipulationButtons(newCalf);
        }
    }
Beispiel #10
0
    public void createBack()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 180, 0);
            GameObject newBack        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform backLeftCoverAttach  = newBack.transform.Find("back_left_cover_attach");
            Transform backRightCoverAttach = newBack.transform.Find("back_right_cover_attach");
            Transform backBridgeAttach     = newBack.transform.Find("back_bridge_attach");

            FuseAttributes fuseAtts = backFuses();

            backLeftCoverAttach.gameObject.AddComponent <FuseBehavior>();
            backLeftCoverAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backLeftCoverAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Back"));

            backRightCoverAttach.gameObject.AddComponent <FuseBehavior>();
            backRightCoverAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backRightCoverAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Back"));

            backBridgeAttach.gameObject.AddComponent <FuseBehavior>();
            backBridgeAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backBridgeAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Back"));

            instantiated[1] = newBack;
            partCreated[1]  = true;
            selectionManager.newPartCreated("backPrefab(Clone)");

            enableManipulationButtons(newBack);
        }
    }
Beispiel #11
0
    public void createRightCover()
    {
        if (!partCreated[4])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 0, 90);
            GameObject newRightCover  = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation)));

            Transform rightCoverBackAttach      = newRightCover.transform.Find("right_cover_back_attach");
            Transform rightCoverBackSlopeAttach = newRightCover.transform.Find("right_cover_back_slope_attach");

            FuseAttributes fuseAtts = rightCoverFuses();

            rightCoverBackAttach.gameObject.AddComponent <FuseBehavior>();
            rightCoverBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            rightCoverBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RightCover"));

            rightCoverBackSlopeAttach.gameObject.AddComponent <FuseBehavior>();
            rightCoverBackSlopeAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            rightCoverBackSlopeAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RightCover"));

            instantiated[4] = newRightCover;
            partCreated[4]  = true;
            selectionManager.newPartCreated("right_coverPrefab(Clone)");

            enableManipulationButtons(newRightCover);
        }
    }
Beispiel #12
0
    public void SpawnGhost()
    {
        // Transforms.
        instance = new GameObject();

        instance.transform.position   = transform.position;
        instance.transform.localScale = /*10 */ transform.parent.localScale.x * transform.localScale;
        instance.transform.rotation   = transform.rotation;
        //instance.transform.parent = transform.parent;
        LoadUtils.InstantiateParenter(instance);
        instance.layer = 2;

        // Add mesh filter and renderer
        MeshFilter meshf = instance.AddComponent <MeshFilter>();

        meshf.mesh = GetComponent <MeshFilter>().mesh;
        MeshRenderer meshr = instance.AddComponent <MeshRenderer>();

        meshr.material = Resources.Load("Opacity") as Material;


        // Add ghost script.
        SelectedGhost ghost = instance.AddComponent <SelectedGhost>();

        ghost.hitInfo = hitInfo;
    }
Beispiel #13
0
    public void createLeftSupport()
    {
        if (!partCreated[5])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 0, 90);
            GameObject newLeftSupport = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[5], pos, fuseToRotation)));

            Transform leftSupportAxleAttach     = newLeftSupport.transform.FindChild("left_support_axle_attach");
            Transform leftSupportPlatformAttach = newLeftSupport.transform.FindChild("left_support_platform_attach");

            FuseAttributes fuseAtts = leftSupportFuses();

            leftSupportAxleAttach.gameObject.AddComponent <FuseBehavior>();
            leftSupportAxleAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            leftSupportAxleAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftSupport"));

            leftSupportPlatformAttach.gameObject.AddComponent <FuseBehavior>();
            leftSupportPlatformAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            leftSupportPlatformAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftSupport"));

            instantiated[5] = newLeftSupport;
            partCreated[5]  = true;
            selectionManager.newPartCreated("left_support_completePrefab(Clone)");

            enableManipulationButtons(newLeftSupport);
        }
    }
Beispiel #14
0
    public void createThrowingArm()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 270, 0);
            GameObject newThrowingArm = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform throwingArmAxleLeftAttach   = newThrowingArm.transform.FindChild("throwing_arm_axle_left_attach");
            Transform throwingArmAxleRightAttach  = newThrowingArm.transform.FindChild("throwing_arm_axle_right_attach");
            Transform throwingArmAxleBottomAttach = newThrowingArm.transform.FindChild("throwing_arm_axle_bottom_attach");

            FuseAttributes fuseAtts = throwingArmFuses();

            throwingArmAxleLeftAttach.gameObject.AddComponent <FuseBehavior>();
            throwingArmAxleLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            throwingArmAxleLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("ThrowingArm"));

            throwingArmAxleRightAttach.gameObject.AddComponent <FuseBehavior>();
            throwingArmAxleRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            throwingArmAxleRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("ThrowingArm"));

            throwingArmAxleBottomAttach.gameObject.AddComponent <FuseBehavior>();
            throwingArmAxleBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            throwingArmAxleBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("ThrowingArm"));

            instantiated[1] = newThrowingArm;
            partCreated[1]  = true;
            selectionManager.newPartCreated("throwing_arm_completePrefab(Clone)");

            enableManipulationButtons(newThrowingArm);
        }
    }
    public void createLeftVestOval()
    {
        if (!partCreated[2])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 270, 0);
            GameObject newBackSlope   = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[2], pos, fuseToRotation)));

            Transform leftVestOvalVestDiamondAttach = newBackSlope.transform.FindChild("left_vest_oval_vest_diamond_attach");

            //fixes off center rotation problem
            //strutTopBodyAttach.transform.localPosition = new Vector3(0, 0, 0);
            //strutTopGeneratorAttach.transform.localPosition = new Vector3(0.08f, 0, -0.72f);
            //strutTopPointyAttach.transform.localPosition = new Vector3(0, 0, 0);

            FuseAttributes fuseAtts = leftVestOvalFuses();

            leftVestOvalVestDiamondAttach.gameObject.AddComponent <FuseBehavior>();
            leftVestOvalVestDiamondAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            leftVestOvalVestDiamondAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftOval"));


            instantiated[2] = newBackSlope;
            partCreated[2]  = true;
            selectionManager.newPartCreated("left_vest_ovalPrefab(Clone)");

            enableManipulationButtons(newBackSlope);
        }
    }
Beispiel #16
0
    public void createToeSole()
    {
        if (!partCreated[6])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newToeSole     = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[6], pos, fuseToRotation)));

            Transform toeSoleTopAttach  = newToeSole.transform.Find("Sole_Toe_Top_Attach");
            Transform toeSoleSideAttach = newToeSole.transform.Find("Sole_Toe_Side_Attach");

            FuseAttributes fuseAtts = toeSoleFuses();

            toeSoleTopAttach.gameObject.AddComponent <FuseBehavior>();
            toeSoleTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            toeSoleTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("ToeSole"));


            toeSoleSideAttach.gameObject.AddComponent <FuseBehavior>();
            toeSoleSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            toeSoleSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("ToeSole"));

            instantiated[6] = newToeSole;
            partCreated[6]  = true;
            selectionManager.newPartCreated("ToeSolePrefab(Clone)");

            enableManipulationButtons(newToeSole);
        }
    }
    public void createVestOval()
    {
        if (!partCreated[3])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(180, 0, 0);
            GameObject newRightCover  = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[3], pos, fuseToRotation)));

            Transform vestOvalVestDiamondAttach = newRightCover.transform.FindChild("vest_oval_vest_diamond_attach");

            FuseAttributes fuseAtts = vestOvalFuses();

            vestOvalVestDiamondAttach.gameObject.AddComponent <FuseBehavior>();
            vestOvalVestDiamondAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            vestOvalVestDiamondAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Oval"));


            instantiated[3] = newRightCover;
            partCreated[3]  = true;
            selectionManager.newPartCreated("vest_ovalPrefab(Clone)");

            enableManipulationButtons(newRightCover);
        }
    }
Beispiel #18
0
    public void createTrim()
    {
        if (!partCreated[4])
        {
            clearPartsCreated();
            Vector3    pos            = offscreenCreateLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(270, 270, 0);
            GameObject newTrim        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation)));
            StartCoroutine(moveToStartingPosition(newTrim)); // this creates the zooming up from the ground effect

            Transform trimCalfAttach = newTrim.transform.Find("trim_calf_attach");

            FuseAttributes fuseAtts = trimFuses();

            // trim_calf_attach
            trimCalfAttach.gameObject.AddComponent <FuseBehavior>();
            trimCalfAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            trimCalfAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Trim"));

            trimCalfAttach.gameObject.AddComponent <FaceSelector>();
            trimCalfAttach.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.left;
            trimCalfAttach.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            trimCalfAttach.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            instantiated[4]             = newTrim;
            partCreated[4]              = true;
            partButtons[4].interactable = false;

            selectionManager.newPartCreated("trim_harderPrefab(Clone)");
        }
    }
Beispiel #19
0
    public void createHead()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newHead        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform headTrapezoidAttach   = newHead.transform.Find("head_trapezoid_attach");
            Transform headBottomPointAttach = newHead.transform.Find("head_bottom_point_attach");
            Transform headTopPointAttach    = newHead.transform.Find("head_top_point_attach");

            FuseAttributes fuseAtts = headFuses();

            headTrapezoidAttach.gameObject.AddComponent <FuseBehavior>();
            headTrapezoidAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            headTrapezoidAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head"));

            headBottomPointAttach.gameObject.AddComponent <FuseBehavior>();
            headBottomPointAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            headBottomPointAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head"));

            headTopPointAttach.gameObject.AddComponent <FuseBehavior>();
            headTopPointAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            headTopPointAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head"));


            instantiated[1] = newHead;
            partCreated[1]  = true;
            selectionManager.newPartCreated("headPrefab(Clone)");

            enableManipulationButtons(newHead);
        }
    }
Beispiel #20
0
    public void SpawnGhost()
    {
        // Transforms.
        // will adding the name parameter help unity distinguish fuseTo ghosts from AC ghosts? We'll see!
        instance = new GameObject(this.name + "_ghost");

        instance.transform.position   = transform.position;
        instance.transform.localScale = /*10 */ transform.parent.localScale.x * transform.localScale;
        instance.transform.rotation   = transform.rotation;
        LoadUtils.InstantiateParenter(instance);
        instance.layer = 2;

        // Add mesh filter and renderer
        MeshFilter meshf = instance.AddComponent <MeshFilter>();

        meshf.mesh = GetComponent <MeshFilter>().mesh;
        MeshRenderer meshr = instance.AddComponent <MeshRenderer>();

        meshr.material = Resources.Load("Opacity") as Material;


        // Add ghost script.
        SelectedGhost ghost = instance.AddComponent <SelectedGhost>();

        //Vector3[] normals = GetComponent<MeshFilter>().mesh.normals;
        //ghost.setNormal(normals[0]);
        //ghost.setNormal(hitUpdate.normal);
        ghost.setNormal(gameObject.GetComponent <FaceSelector>().selectedNormal);
    }
Beispiel #21
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.
    public void createBottomPointLeft()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos                = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation     = Quaternion.Euler(0, 90, 0);
            GameObject newBottomPointLeft = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            GameObject bottomPointLeftHeadAttach  = GameObject.Find("bottom_point_left_head_attach");
            GameObject bottomPointLeftRightAttach = GameObject.Find("bottom_point_left_right_attach");

            FuseAttributes fuseAtts = bottomPointLeftFuses();

            bottomPointLeftHeadAttach.AddComponent <FuseBehavior>();
            bottomPointLeftHeadAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bottomPointLeftHeadAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BottomPointLeft"));

            bottomPointLeftRightAttach.AddComponent <FuseBehavior>();
            bottomPointLeftRightAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bottomPointLeftRightAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BottomPointLeft"));

            instantiated[0]             = newBottomPointLeft;
            partCreated[0]              = true;
            partButtons[0].interactable = false;

            selectionManager.newPartCreated("bottom_point_leftPrefab(Clone)");

            enableManipulationButtons(newBottomPointLeft);
        }
    }
    void BreakFX(GameObject toMimic)
    {
        // Get the Renderer for the object we're breaking so we can mimic its material.
        MeshRenderer meshr = toMimic.GetComponent <MeshRenderer>();

        if (meshr == null)
        {
            Debug.Log("Didn't find a mesh on top level of object attempting to be broken.");
            return;
        }

        GameObject spawned = Resources.Load <GameObject>("Prefabs/DebrisBase");

        for (int i = 0; i < 20; i++)
        {
            GameObject   instance = LoadUtils.InstantiateParenter(Instantiate(spawned));
            Rigidbody    rb       = instance.GetComponent <Rigidbody>();
            MeshRenderer mr       = instance.GetComponent <MeshRenderer>();
            mr.material = meshr.material;
            Vector3 newPos = transform.position;
            newPos.y += 1f;
            instance.transform.position   = newPos;
            instance.transform.localScale = new Vector3(Random.Range(0.5f, 4f), Random.Range(0.5f, 4f), Random.Range(0.5f, 4f));
            rb.AddTorque(Random.Range(-10f, 10f), Random.Range(0f, 15f), Random.Range(-10f, 10f), ForceMode.Impulse);
            rb.AddForce(Random.Range(-10f, 10f), Random.Range(0f, 15f), Random.Range(-10f, 10f), ForceMode.Impulse);
        }
    }
Beispiel #23
0
    public void createTip()
    {
        if (!partCreated[7])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 180, 0);
            GameObject newTip         = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[7], pos, fuseToRotation)));

            Transform tipHeadAttach = newTip.transform.Find("tip_head_attach");

            FuseAttributes fuseAtts = tipFuses();

            tipHeadAttach.gameObject.AddComponent <FuseBehavior>();
            tipHeadAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            tipHeadAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Tip"));

            instantiated[7]             = newTip;
            partCreated[7]              = true;
            partButtons[7].interactable = false;

            selectionManager.newPartCreated("tipPrefab(Clone)");

            enableManipulationButtons(newTip);
        }
    }
    public void createUprightT()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newUprightT    = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform uprightTdanglyTAttach = newUprightT.transform.FindChild("upright_T_dangly_T_attach");

            //fixes off center rotation problem
            //uprightTdanglyTAttach.transform.localPosition = new Vector3(0, 0, 0);

            FuseAttributes fuseAtts = uprightTFuses();

            uprightTdanglyTAttach.gameObject.AddComponent <FuseBehavior>();
            uprightTdanglyTAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            uprightTdanglyTAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("UprightT"));



            instantiated[1] = newUprightT;
            partCreated[1]  = true;
            selectionManager.newPartCreated("uprightTPrefab(Clone)");

            enableManipulationButtons(newUprightT);
        }
    }
Beispiel #25
0
    public void createTrapezoid()
    {
        if (!partCreated[10])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 270);
            GameObject newTrapezoid   = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[10], pos, fuseToRotation)));

            Transform trapezoidShaftAttach = newTrapezoid.transform.Find("trapezoid_shaft_attach");
            Transform trapezoidHeadAttach  = newTrapezoid.transform.Find("trapezoid_head_attach");

            FuseAttributes fuseAtts = trapezoidFuses();

            trapezoidShaftAttach.gameObject.AddComponent <FuseBehavior>();
            trapezoidShaftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            trapezoidShaftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Trapezoid"));

            trapezoidHeadAttach.gameObject.AddComponent <FuseBehavior>();
            trapezoidHeadAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            trapezoidHeadAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Trapezoid"));

            instantiated[10]             = newTrapezoid;
            partCreated[10]              = true;
            partButtons[10].interactable = false;

            selectionManager.newPartCreated("trapezoid_harderPrefab(Clone)");

            enableManipulationButtons(newTrapezoid);
        }
    }
    public void createUprightRect()
    {
        if (!partCreated[4])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newUprightRect = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation)));

            Transform uprightRectWalkingPantsAttach = newUprightRect.transform.FindChild("upright_rect_walking_pants_attach");

            //fixes off center rotation problem
            //bodyChild.transform.localPosition = new Vector3(0, 0, 0);
            //pointyStrutTopAttach.transform.localPosition = new Vector3(0, -1.35f, 0);
            //dec1.transform.localPosition = new Vector3(0.05f, 0, -1.52f);
            //dec2.transform.localPosition = new Vector3(0.7f, 0, -1.85f);

            FuseAttributes fuseAtts = uprightRectFuses();

            uprightRectWalkingPantsAttach.gameObject.AddComponent <FuseBehavior>();
            uprightRectWalkingPantsAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            uprightRectWalkingPantsAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("UprightRect"));

            instantiated[4] = newUprightRect;
            partCreated[4]  = true;
            selectionManager.newPartCreated("upright_rectPrefab(Clone)");

            enableManipulationButtons(newUprightRect);
        }
    }
    public void createBigCorner()
    {
        if (!partCreated[2])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newBigCorner   = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[2], pos, fuseToRotation)));

            Transform bigCornerLongLAttach = newBigCorner.transform.FindChild("big_corner_long_l_attach");

            //fixes off center rotation problem
            //strutTopBodyAttach.transform.localPosition = new Vector3(0, 0, 0);
            //strutTopGeneratorAttach.transform.localPosition = new Vector3(0.08f, 0, -0.72f);
            //strutTopPointyAttach.transform.localPosition = new Vector3(0, 0, 0);

            FuseAttributes fuseAtts = bigCornerFuses();

            bigCornerLongLAttach.gameObject.AddComponent <FuseBehavior>();
            bigCornerLongLAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bigCornerLongLAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BigCorner"));


            instantiated[2] = newBigCorner;
            partCreated[2]  = true;
            selectionManager.newPartCreated("big_cornerPrefab(Clone)");

            enableManipulationButtons(newBigCorner);
        }
    }
    public void createBackStrap()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 270, 90);
            GameObject newBack        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform backStrapShortBackStrapLongAttach = newBack.transform.FindChild("back_strap_short_back_strap_long_attach");
            Transform backStrapRightStrapAttach         = newBack.transform.FindChild("back_strap_right_strap_attach");

            FuseAttributes fuseAtts = backStrapFuses();

            backStrapShortBackStrapLongAttach.gameObject.AddComponent <FuseBehavior>();
            backStrapShortBackStrapLongAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backStrapShortBackStrapLongAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BackStrap"));

            backStrapRightStrapAttach.gameObject.AddComponent <FuseBehavior>();
            backStrapRightStrapAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backStrapRightStrapAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BackStrap"));

            instantiated[0] = newBack;
            partCreated[0]  = true;
            selectionManager.newPartCreated("back_strapPrefab(Clone)");

            enableManipulationButtons(newBack);
        }
    }
    public void createHandle()
    {
        if (!partCreated[4])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0);
            GameObject newHandle      = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation)));

            Transform handleCenterBoxTopAttach    = newHandle.transform.FindChild("handle_center_box_top_attach");
            Transform handleCenterBoxBottomAttach = newHandle.transform.FindChild("handle_center_box_bottom_attach");

            FuseAttributes fuseAtts = ffaHandleFuses();

            handleCenterBoxTopAttach.gameObject.AddComponent <FuseBehavior>();
            handleCenterBoxTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            handleCenterBoxTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Handle"));

            handleCenterBoxBottomAttach.gameObject.AddComponent <FuseBehavior>();
            handleCenterBoxBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            handleCenterBoxBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Handle"));

            instantiated[4] = newHandle;
            partCreated[4]  = true;
            selectionManager.newPartCreated("ffa_handlePrefab(Clone)");

            enableManipulationButtons(newHandle);
        }
    }
    public void createBigbox()
    {
        if (!partCreated[3])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(90, 0, 0);
            GameObject newBigbox      = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[3], pos, fuseToRotation)));

            Transform bigboxLongboxAttach      = newBigbox.transform.FindChild("bigbox_longbox_attach");
            Transform bigboxSmallboxBlueAttach = newBigbox.transform.FindChild("bigbox_smallbox_blue_attach");

            FuseAttributes fuseAtts = bigboxFuses();

            bigboxLongboxAttach.gameObject.AddComponent <FuseBehavior>();
            bigboxLongboxAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bigboxLongboxAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Bigbox"));

            bigboxSmallboxBlueAttach.gameObject.AddComponent <FuseBehavior>();
            bigboxSmallboxBlueAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bigboxSmallboxBlueAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Bigbox"));

            instantiated[3] = newBigbox;
            partCreated[3]  = true;
            selectionManager.newPartCreated("tutorial2_bigboxPrefab(Clone)");

            enableManipulationButtons(newBigbox);
        }
    }