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); } }
public void createWaluigi() { if (!partCreated[2]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = new Quaternion(); GameObject newWaluigi = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[2], pos, fuseToRotation))); Transform waluigiUprightLAttach = newWaluigi.transform.Find("waluigi_upright_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 = waluigiFuses(); waluigiUprightLAttach.gameObject.AddComponent <FuseBehavior>(); waluigiUprightLAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); waluigiUprightLAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Waluigi")); instantiated[2] = newWaluigi; partCreated[2] = true; selectionManager.newPartCreated("waluigiPrefab(Clone)"); enableManipulationButtons(newWaluigi); } }
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.Find("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 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.FindChild("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); } }
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.Find("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); } }
public void createScalene() { if (!partCreated[10]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0); GameObject newScalene = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[10], pos, fuseToRotation))); Transform scaleneLeftTriBackAttach = newScalene.transform.Find("scalene_left_tri_back_attach"); Transform scaleneLeftTriSideAttach = newScalene.transform.Find("scalene_left_tri_side_attach"); FuseAttributes fuseAtts = scaleneFuses(); scaleneLeftTriBackAttach.gameObject.AddComponent <FuseBehavior>(); scaleneLeftTriBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); scaleneLeftTriBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Scalene")); scaleneLeftTriSideAttach.gameObject.AddComponent <FuseBehavior>(); scaleneLeftTriSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); scaleneLeftTriSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Scalene")); instantiated[10] = newScalene; partCreated[10] = true; selectionManager.newPartCreated("scalenePrefab(Clone)"); enableManipulationButtons(newScalene); } }
public void createRightTriChunk() { if (!partCreated[9]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0); GameObject newRightTriChunk = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[9], pos, fuseToRotation))); Transform rightTriChunkRightTriBackAttach = newRightTriChunk.transform.Find("right_tri_chunk_right_tri_back_attach"); Transform rightTriChunkRightTriSideAttach = newRightTriChunk.transform.Find("right_tri_chunk_right_tri_side_attach"); Transform rightTriChunkRightTriAngleAttach = newRightTriChunk.transform.Find("right_tri_chunk_right_tri_angle_attach"); FuseAttributes fuseAtts = rightTriChunkFuses(); rightTriChunkRightTriBackAttach.gameObject.AddComponent <FuseBehavior>(); rightTriChunkRightTriBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); rightTriChunkRightTriBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RightTriChunk")); rightTriChunkRightTriSideAttach.gameObject.AddComponent <FuseBehavior>(); rightTriChunkRightTriSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); rightTriChunkRightTriSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RightTriChunk")); rightTriChunkRightTriAngleAttach.gameObject.AddComponent <FuseBehavior>(); rightTriChunkRightTriAngleAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); rightTriChunkRightTriAngleAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RightTriChunk")); instantiated[9] = newRightTriChunk; partCreated[9] = true; selectionManager.newPartCreated("right_tri_chunkPrefab(Clone)"); enableManipulationButtons(newRightTriChunk); } }
public void createBlueTri() { if (!partCreated[8]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0); GameObject newBlueTri = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[8], pos, fuseToRotation))); Transform blueTriCenterTriBackAttach = newBlueTri.transform.Find("blue_tri_center_tri_back_attach"); Transform blueTriCenterTriSideAttach = newBlueTri.transform.Find("blue_tri_center_tri_side_attach"); FuseAttributes fuseAtts = blueTriFuses(); blueTriCenterTriBackAttach.gameObject.AddComponent <FuseBehavior>(); blueTriCenterTriBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); blueTriCenterTriBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BlueTri")); blueTriCenterTriSideAttach.gameObject.AddComponent <FuseBehavior>(); blueTriCenterTriSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); blueTriCenterTriSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BlueTri")); instantiated[8] = newBlueTri; partCreated[8] = true; selectionManager.newPartCreated("blue_triPrefab(Clone)"); enableManipulationButtons(newBlueTri); } }
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 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 createLeftTri() { if (!partCreated[4]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(90, 90, 0); GameObject newLeftTri = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation))); Transform leftTriRingLargePartAttach = newLeftTri.transform.Find("left_tri_ring_large_part_attach"); Transform leftTriScaleneBackAttach = newLeftTri.transform.Find("left_tri_scalene_back_attach"); Transform leftTriScaleneSideAttach = newLeftTri.transform.Find("left_tri_scalene_side_attach"); FuseAttributes fuseAtts = leftTriFuses(); leftTriRingLargePartAttach.gameObject.AddComponent <FuseBehavior>(); leftTriRingLargePartAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); leftTriRingLargePartAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftTri")); leftTriScaleneBackAttach.gameObject.AddComponent <FuseBehavior>(); leftTriScaleneBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); leftTriScaleneBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftTri")); leftTriScaleneSideAttach.gameObject.AddComponent <FuseBehavior>(); leftTriScaleneSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); leftTriScaleneSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftTri")); instantiated[4] = newLeftTri; partCreated[4] = true; selectionManager.newPartCreated("left_tri_harderPrefab(Clone)"); enableManipulationButtons(newLeftTri); } }
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.FindChild("Calf_Top_Attach"); Transform calfBottomAttach = newCalf.transform.FindChild("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); } }
public void createToe() { if (!partCreated[3]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = new Quaternion(); GameObject newToe = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[3], pos, fuseToRotation))); Transform toeBottomAttach = newToe.transform.FindChild("Toe_Bottom_Attach"); Transform toeSideAttach = newToe.transform.FindChild("Toe_Side_Attach"); FuseAttributes fuseAtts = toeFuses(); toeBottomAttach.gameObject.AddComponent <FuseBehavior>(); toeBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); toeBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Toe")); toeSideAttach.gameObject.AddComponent <FuseBehavior>(); toeSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); toeSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Toe")); instantiated[3] = newToe; partCreated[3] = true; selectionManager.newPartCreated("ToePrefab(Clone)"); enableManipulationButtons(newToe); } }
public void createHandleBottom() { if (!partCreated[7]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0); GameObject newHandleBottom = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[7], pos, fuseToRotation))); Transform handleBottomCenterBoxAttach = newHandleBottom.transform.Find("handle_bottom_center_box_attach"); Transform handleBottomHandleTopAttach = newHandleBottom.transform.Find("handle_bottom_handle_top_attach"); FuseAttributes fuseAtts = handleBottomFuses(); handleBottomCenterBoxAttach.gameObject.AddComponent <FuseBehavior>(); handleBottomCenterBoxAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); handleBottomCenterBoxAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("HandleBottom")); handleBottomHandleTopAttach.gameObject.AddComponent <FuseBehavior>(); handleBottomHandleTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); handleBottomHandleTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("HandleBottom")); instantiated[7] = newHandleBottom; partCreated[7] = true; selectionManager.newPartCreated("handle_bottomPrefab(Clone)"); enableManipulationButtons(newHandleBottom); } }
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); } }
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.FindChild("right_cover_back_attach"); Transform rightCoverBackSlopeAttach = newRightCover.transform.FindChild("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); } }
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.FindChild("back_left_cover_attach"); Transform backRightCoverAttach = newBack.transform.FindChild("back_right_cover_attach"); Transform backBridgeAttach = newBack.transform.FindChild("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); } }
static void EnsureRefExists() { if (selfRef == null) { GameObject instance = Instantiate(Resources.Load("Prefabs/SceneManager") as GameObject); selfRef = instance.GetComponent <LoadUtils>(); } }
// Use this for initialization void Start() { //加载要显示的对象的预设体 GameObject prefab = LoadUtils.LoadPrefabFromResources(ConfigureClass.itemsPrefabPath["result"] + ConfigureClass.showModelInRepository); //显示该对象 Instantiate(prefab); }
IEnumerator loader(string unload, string load) { LoadUtils.LoadScene(load); yield return(null); yield return(null); LoadUtils.UnloadScene(unload); }
public static PriceScript Load(string Path) { try { var script = LoadUtils.Load <PriceScript>(Path, false); return(script); } catch { N.Note("Can't read PriceScript " + Path); return(null); } }
public void createHead() { if (!partCreated[3]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(90, 180, 0); GameObject newHead = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[3], pos, fuseToRotation))); Transform headTrapezoidAttach = newHead.transform.Find("head_trapezoid_attach"); Transform headTipAttach = newHead.transform.Find("head_tip_attach"); Transform headBottomPointLeftAttach = newHead.transform.Find("head_bottom_point_left_attach"); Transform headBottomPointRightAttach = newHead.transform.Find("head_bottom_point_right_attach"); Transform headTopPointLeftAttach = newHead.transform.Find("head_top_point_left_attach"); Transform headTopPointRightAttach = newHead.transform.Find("head_top_point_right_attach"); FuseAttributes fuseAtts = headFuses(); headTrapezoidAttach.gameObject.AddComponent <FuseBehavior>(); headTrapezoidAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headTrapezoidAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); headTipAttach.gameObject.AddComponent <FuseBehavior>(); headTipAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headTipAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); headBottomPointLeftAttach.gameObject.AddComponent <FuseBehavior>(); headBottomPointLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headBottomPointLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); headBottomPointRightAttach.gameObject.AddComponent <FuseBehavior>(); headBottomPointRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headBottomPointRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); headTopPointLeftAttach.gameObject.AddComponent <FuseBehavior>(); headTopPointLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headTopPointLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); headTopPointRightAttach.gameObject.AddComponent <FuseBehavior>(); headTopPointRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); headTopPointRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Head")); instantiated[3] = newHead; partCreated[3] = true; partButtons[3].interactable = false; selectionManager.newPartCreated("head_harderPrefab(Clone)"); enableManipulationButtons(newHead); } }
void OnTriggerEnter(Collider other) { if (other.tag == "Player") { if (tokenRequired == "") { LoadUtils.LoadNewExplorationLevel(levelName, spawnPosition); } else if (ConversationTrigger.GetToken(tokenRequired)) { LoadUtils.LoadNewExplorationLevel(levelName, spawnPosition); } } }
public void LoadUtils_SetParentDefaults_LoadSimple() { var doc = FromString(@" basic: intKey: 1 stringKey: 2 "); Dictionary <string, TestClass> d = null; LoadUtils.SetParentDefaults(ref d, doc, TestClass.getBasedOn); Assert.AreEqual(1, d.Count); Assert.AreEqual(1, d["basic"].intKey.Value); Assert.AreEqual("2", d["basic"].stringKey); }
//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 createLongL() { if (!partCreated[0]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = new Quaternion(); GameObject newLongL = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation))); Transform longLBigCornerAttach = newLongL.transform.FindChild("long_l_big_corner_attach"); Transform longLCornerAttach = newLongL.transform.FindChild("long_l_corner_attach"); Transform longLBlockJutsSideAttach = newLongL.transform.FindChild("long_l_block_juts_side_attach"); Transform longLBlockJutsBackAttach = newLongL.transform.FindChild("long_l_block_juts_back_attach"); Transform longLBlockJutsTopAttach = newLongL.transform.FindChild("long_l_block_juts_top_attach"); FuseAttributes fuseAtts = longLFuses(); longLBigCornerAttach.gameObject.AddComponent <FuseBehavior>(); longLBigCornerAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); longLBigCornerAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL")); longLCornerAttach.gameObject.AddComponent <FuseBehavior>(); longLCornerAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); longLCornerAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL")); longLBlockJutsSideAttach.gameObject.AddComponent <FuseBehavior>(); longLBlockJutsSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); longLBlockJutsSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL")); longLBlockJutsBackAttach.gameObject.AddComponent <FuseBehavior>(); longLBlockJutsBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); longLBlockJutsBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL")); longLBlockJutsTopAttach.gameObject.AddComponent <FuseBehavior>(); longLBlockJutsTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); longLBlockJutsTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL")); instantiated[0] = newLongL; partCreated[0] = true; selectionManager.newPartCreated("long_lPrefab(Clone)"); enableManipulationButtons(newLongL); } }
public void LoadUtils_SetParentDefaults_IgnoreFields() { var doc = FromString(@" default: intKey: 0 stringKey: a basic: basedOn: default "); Dictionary <string, TestClass> d = null; LoadUtils.SetParentDefaults(ref d, doc, TestClass.getBasedOn, new string[] { "basedOn", "intKey" }); Assert.AreEqual(null, d["basic"].intKey); Assert.AreEqual("a", d["basic"].stringKey); }
public void LoadUtils_SetParentDefaults_LoadParented() { var doc = FromString(@" default: intKey: 0 stringKey: a basic: basedOn: default intKey: 1 "); Dictionary <string, TestClass> d = null; LoadUtils.SetParentDefaults(ref d, doc, TestClass.getBasedOn); Assert.AreEqual(2, d.Count); Assert.AreEqual(1, d["basic"].intKey.Value); Assert.AreEqual("a", d["basic"].stringKey); }
//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 createAxle() { if (!partCreated[0]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(90, 270, 0); GameObject newAxle = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation))); Transform axleLeftSupportAttach = newAxle.transform.FindChild("axle_left_support_attach"); Transform axleRightSupportAttach = newAxle.transform.FindChild("axle_right_support_attach"); Transform axleThrowingArmLeftAttach = newAxle.transform.FindChild("axle_throwing_arm_left_attach"); Transform axleThrowingArmRightAttach = newAxle.transform.FindChild("axle_throwing_arm_right_attach"); Transform axleThrowingArmBottomAttach = newAxle.transform.FindChild("axle_throwing_arm_bottom_attach"); FuseAttributes fuseAtts = axleFuses(); axleLeftSupportAttach.gameObject.AddComponent <FuseBehavior>(); axleLeftSupportAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); axleLeftSupportAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle")); axleRightSupportAttach.gameObject.AddComponent <FuseBehavior>(); axleRightSupportAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); axleRightSupportAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle")); axleThrowingArmLeftAttach.gameObject.AddComponent <FuseBehavior>(); axleThrowingArmLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); axleThrowingArmLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle")); axleThrowingArmRightAttach.gameObject.AddComponent <FuseBehavior>(); axleThrowingArmRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); axleThrowingArmRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle")); axleThrowingArmBottomAttach.gameObject.AddComponent <FuseBehavior>(); axleThrowingArmBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); axleThrowingArmBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle")); instantiated[0] = newAxle; partCreated[0] = true; selectionManager.newPartCreated("axlePrefab(Clone)"); enableManipulationButtons(newAxle); } }
public void createFrontAxle() { if (!partCreated[4]) { clearPartsCreated(); Vector3 pos = createLoc; // this is where the object will appear when it's instantiated Quaternion fuseToRotation = Quaternion.Euler(0, 180, 90); GameObject newFrontAxle = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[4], pos, fuseToRotation))); Transform frontAxleBackAxleAttach = newFrontAxle.transform.FindChild("front_axle_back_axle_attach"); Transform frontAxleFrontLeftWheelAttach = newFrontAxle.transform.FindChild("front_axle_front_left_wheel_attach"); Transform frontAxlePlatformLeftAttach = newFrontAxle.transform.FindChild("front_axle_platform_left_attach"); Transform frontAxlePlatformRightAttach = newFrontAxle.transform.FindChild("front_axle_platform_right_attach"); Transform frontAxlePlatformBottomAttach = newFrontAxle.transform.FindChild("front_axle_platform_bottom_attach"); FuseAttributes fuseAtts = frontAxleFuses(); frontAxleBackAxleAttach.gameObject.AddComponent <FuseBehavior>(); frontAxleBackAxleAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); frontAxleBackAxleAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("FrontAxle")); frontAxleFrontLeftWheelAttach.gameObject.AddComponent <FuseBehavior>(); frontAxleFrontLeftWheelAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); frontAxleFrontLeftWheelAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("FrontAxle")); frontAxlePlatformLeftAttach.gameObject.AddComponent <FuseBehavior>(); frontAxlePlatformLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); frontAxlePlatformLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("FrontAxle")); frontAxlePlatformRightAttach.gameObject.AddComponent <FuseBehavior>(); frontAxlePlatformRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); frontAxlePlatformRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("FrontAxle")); frontAxlePlatformBottomAttach.gameObject.AddComponent <FuseBehavior>(); frontAxlePlatformBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts); frontAxlePlatformBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("FrontAxle")); instantiated[4] = newFrontAxle; partCreated[4] = true; selectionManager.newPartCreated("front_axle_completePrefab(Clone)"); enableManipulationButtons(newFrontAxle); } }
void Start() { invController = transform.parent.parent.GetComponent <InventoryController>(); indicator_s = indicator; // Need to ignore static limitations... build = GetComponent <Button>(); build.interactable = false; indicator.SetActive(false); build.onClick.AddListener(() => { // Save player info before entering. // TODO: re-implement for final version of game? InventoryController.levelName = SceneManager.GetActiveScene().name; // Record data. SimpleData.WriteDataPoint("Constructing_Item", "", "", "", "", whatToBuild); //SimpleData.WriteStringToFile("ModeSwitches.txt", Time.time + ",MODESWITCH_TO," + whatToBuild); // Enter. // Special cases for tutorial progress. if (whatToBuild == "tutorial1") { if (ConversationTrigger.GetToken("done_with_tutorial_2")) { LoadUtils.LoadScene("rocketBoots"); } else if (ConversationTrigger.GetToken("done_with_tutorial_1")) { LoadUtils.LoadScene("tutorial2"); } else { LoadUtils.LoadScene("tutorial1"); } } else // Normal function. { LoadUtils.LoadScene(whatToBuild); } invController.CloseInventory(); }); }