Beispiel #1
0
        // *************************

        private void HandleOnDragBegin(Model.Gun.Part part)
        {
            if (OnDragBegin != null)
            {
                OnDragBegin(part);
            }
        }
Beispiel #2
0
 private void HandleOnDragEnd(Model.Gun.Part part)
 {
     if (OnDragEnd != null)
     {
         OnDragEnd(part);
     }
 }
        private void Start()
        {
            if (_partToPickup == null)
            {
                var rand   = Random.Range(0, _partPrefabs.Count);
                var prefab = Instantiate(_partPrefabs[rand]);

                _partToPickup = prefab.GetPart();
            }
            ;
        }
Beispiel #4
0
        // *************************

        private void AddRow(Model.Gun.Part part)
        {
            var row = Instantiate(_gunPartRowPrefab);

            row.transform.SetParent(_content, false);

            row.SetPart(part);

            row.OnDragBegin += HandleOnDragBegin;
            row.OnDragEnd   += HandleOnDragEnd;
        }
Beispiel #5
0
        public void AddPartToGraph(Model.Gun.Part part, bool moving = false)
        {
            // create an instance based on the model name
            var prefab   = Resources.Load(part.PrefabName) as GameObject;
            var instance = Instantiate(prefab);

            // set transform of new part controller
            instance.transform.SetParent(_content, false);
            instance.transform.rotation = Quaternion.Euler(part.Rotation);
            instance.transform.position = part.Position;

            // add new part to the object graph
            var component = instance.GetComponent <Elements.GunCrafting.Part>();

            _partsOnGraph.Add(component);

            // inject
            ((IPartGraphSubpanel)component).Inject(this);

            // set actions
            component.Stats         = part.Stats;
            component.HasBeenSet   += SetPart;
            component.HasBeenUnset += UnsetPart;

            // if moving start
            if (moving)
            {
                component.InitMoving();
            }
            else
            {
                component.InitAtLocation();
            }

            // calculate new path
            SetNeedToRecalulatePath();
        }