Ejemplo n.º 1
0
        public void updateTexture(string texPath)
        {
            texturePath     = texPath;
            barrierMaterial = InGameTextureHandler.createMaterial(texPath, "", "");

            if (type == BarrierType.fence)
            {
                var parentTransform = BarrierContainer.transform;
                foreach (Transform child in parentTransform)
                {
                    if (child.name != "FencePole")
                    {
                        MeshRenderer renderer = child.GetComponent <MeshRenderer>();
                        renderer.material = barrierMaterial;
                    }
                }
            }
            else
            {
                var parentTransform = BarrierContainer.transform;
                foreach (Transform child in parentTransform)
                {
                    MeshRenderer renderer = child.GetComponent <MeshRenderer>();
                    renderer.material = barrierMaterial;
                }
            }
        }
Ejemplo n.º 2
0
 void Update()
 {
     if (fbd.state == myFileBrowserDialog.BrowserState.Selected)
     {
         lsm.scene.barrierList[barrierIndex].updateTexture(fbd.selectedPath);
         texture.texture = InGameTextureHandler.getTexture(fbd.selectedPath);
     }
 }
Ejemplo n.º 3
0
        private void setMaterialList(BuildingConfigurations buildingConfig)
        {
            materialList = new List <Material>();

            for (int k = 0; k < buildingConfig.defaultSkins.Count; k++)
            {
                BuildingMaterial bmat = buildingConfig.defaultSkins[k];
                Material         mat  = InGameTextureHandler.createMaterial2(bmat.colorTexturePath, bmat.normalTexturePath, bmat.specularTexturePath);
                materialList.Add(mat);
            }
        }
Ejemplo n.º 4
0
        private void createFacade(int facadeID, Node node1, Node node2, GameObject building)
        {
            GameObject facade = new GameObject("facade" + facadeID, typeof(MeshRenderer), typeof(MeshFilter), typeof(MeshCollider));

            facade.tag = "Building";
            facade.transform.parent = building.transform;
            facade.AddComponent <BuildingMouseHandler>();

            Vector3[] vertices =
            {
                node1.meterPosition,
                node2.meterPosition,
                new Vector3(node2.meterPosition.x,equalizedBuildingHeight,  node2.meterPosition.z),
                new Vector3(node1.meterPosition.x,equalizedBuildingHeight,  node1.meterPosition.z)
            };


            int[] triangles;

            if (!isClockwise)
            {
                triangles = new int[] { 1, 2, 3, 3, 0, 1 }
            }
            ;
            else
            {
                triangles = new int[] { 0, 3, 2, 2, 1, 0 }
            };

            //Texture Size Horizontal
            float aa;
            //Texture Size Vertical
            float bb;

            bb = equalizedBuildingHeight - buildingHeight; // Min Height

            try
            {
                aa = (vertices[1] - vertices[0]).magnitude / defaultTextureWidth;
            }
            catch (Exception)
            {
                aa = 1.0f;
            }


            Vector2[] UVcoords = new Vector2[4];
            if (isClockwise)
            {
                UVcoords[0] = new Vector2(0, (vertices[0].y - bb) / buildingHeight);
                UVcoords[1] = new Vector2(aa, (vertices[1].y - bb) / buildingHeight);
                UVcoords[2] = new Vector2(aa, 1);
                UVcoords[3] = new Vector2(0, 1);
            }
            else
            {
                UVcoords[0] = new Vector2(aa, (vertices[0].y - bb) / buildingHeight);
                UVcoords[1] = new Vector2(0, (vertices[1].y - bb) / buildingHeight);
                UVcoords[2] = new Vector2(0, 1);
                UVcoords[3] = new Vector2(aa, 1);
            }


            Geometry geo = new Geometry();
            Vector3  facadeNormal;

            if (isClockwise)
            {
                facadeNormal = -1 * geo.findNormal(vertices[0], vertices[1], vertices[2]);
            }
            else
            {
                facadeNormal = geo.findNormal(vertices[0], vertices[1], vertices[2]);
            }

            Vector3[] normals =
            {
                facadeNormal,
                facadeNormal,
                facadeNormal,
                facadeNormal
            };


            Mesh mesh = new Mesh();

            mesh.vertices  = vertices;
            mesh.uv        = UVcoords;
            mesh.triangles = triangles;
            mesh.normals   = normals;

            MeshFilter meshFilter = facade.GetComponent <MeshFilter>();

            meshFilter.mesh = mesh;

            MeshRenderer meshRenderer = facade.GetComponent <MeshRenderer>();
            int          skinIndex    = facadeSkins.FindIndex(o => o.facadeID == facadeID);

            if (skinIndex == -1)
            {
                meshRenderer.material = defaultMaterial;
            }
            else
            {
                meshRenderer.material = InGameTextureHandler.createMaterial(facadeSkins[skinIndex]);
            }

            MeshCollider meshCollider = facade.GetComponent <MeshCollider>();

            meshCollider.sharedMesh = mesh;

            facades.Add(facade);
        }