Ejemplo n.º 1
0
        public static GameObject AddAXGameObjectTo(AXParametricObject po, GameObject ngo)
        {
            //GameObject obj = new GameObject(prefab.name);

            //GameObject ngo = GameObject.Instantiate(go);


            AXGameObject axgo = ngo.AddComponent <AXGameObject>();

            axgo.makerPO_GUID = po.Guid;


            // STATIC FLAGS
                        #if UNITY_EDITOR
            // *** Could temporarily remove the Lightmap static flag here to allow for Auto... http://forum.unity3d.com/threads/how-to-set-use-staticeditorflags-cant-seem-to-set-them-from-script.137024/
            // flags = flags & ~(StaticEditorFlags.LightmapStatic);

            AXStaticEditorFlags axflags = po.axStaticEditorFlags;
            if (!po.model.staticFlagsEnabled)
            {
                axflags = axflags & ~AXStaticEditorFlags.LightmapStatic;
            }
            StaticEditorFlags flags = (StaticEditorFlags)axflags;


            GameObjectUtility.SetStaticEditorFlags(ngo, flags);
                        #endif


            if (!string.IsNullOrEmpty(po.tag))
            {
                ngo.tag = po.tag;
            }
            ngo.layer = po.layer;

            po.copyComponentsFromPrototypeToGameObject(ngo);


            return(ngo);
        }
Ejemplo n.º 2
0
        public static GameObject createAXGameObject(string name, AXParametricObject po, string subItemAddress = "")
        {
            GameObject   obj  = new GameObject(name);
            AXGameObject axgo = obj.AddComponent <AXGameObject>();

            axgo.makerPO_GUID = po.Guid;


            // STATIC FLAGS
                        #if UNITY_EDITOR
            // *** Could temporarily remove the Lightmap static flag here to allow for Auto... http://forum.unity3d.com/threads/how-to-set-use-staticeditorflags-cant-seem-to-set-them-from-script.137024/
            // flags = flags & ~(StaticEditorFlags.LightmapStatic);

            AXStaticEditorFlags axflags = po.axStaticEditorFlags;
            if (!po.model.staticFlagsEnabled)
            {
                //var mask = ~AXStaticEditorFlags.LightmapStatic;
                //var newValue = originalValue & mask;
                axflags = axflags & ~AXStaticEditorFlags.LightmapStatic;
            }
            StaticEditorFlags flags = (StaticEditorFlags)axflags;


            GameObjectUtility.SetStaticEditorFlags(obj, flags);
                        #endif


            if (!string.IsNullOrEmpty(po.tag))
            {
                obj.tag = po.tag;
            }
            obj.layer = po.layer;

            //Debug.Log ("copying protos");
            po.copyComponentsFromPrototypeToGameObject(obj);


            return(obj);
        }
Ejemplo n.º 3
0
        // ON_SELECT
        // When you click on an AX-gerneated GameObject in the scene,
        // AX selects a PO in the AX NodeGraph.
        // It finds its consumerMatrix and then sets the matrix up its DependsOn chain using setSelectedConsumerOfAllInputs()

        public void OnSelect()
        {
            //Debug.Log("AXGameObject: OnSelect");
            if (transform.parent == null)
            {
                return;
            }

            if (model == null)
            {
                return;
            }

            if (model.selectedPOs != null)
            {
                model.selectedPOs.Clear();
            }

            model.clickSelectedAXGO = this;
            model.cycleSelectedAXGO = this;

            // To support "cycle select" functionality
            model.selectedTransfromAncestry = ancestry;


            // SET WORLD_DISPLAY_MATRIX
            // Foreach Ancestor GO in the scene heirachy...
            // use the GO's location in SceneView space of each ancestor GO
            // to set the worldDisplayMatrix for the PO that generated that GO.

            AXGameObject ancestorAXGO = null;

            for (int i = 0; i < ancestry.Count; i++)
            {
                //Debug.Log("["+i+"] " + ancestry[i].gameObject.name);
                ancestorAXGO = ancestry[i].gameObject.GetComponent <AXGameObject> ();

                if (ancestorAXGO == null || ancestorAXGO.parametricObject == null || ancestorAXGO.parametricObject.generator is Instance || ancestorAXGO.parametricObject.generator is Replicant)
                {
                    //if (ancestorAXGO)
                    //Debug.Log("Nope "+ancestorAXGO.parametricObject.Name);
                    continue;
                }


                if (ancestry[i] == null || parametricObject == null)
                {
                    continue;
                }

                // SET_worldDisplayMatrix
                ancestorAXGO.parametricObject.consumerMatrix = model.transform.localToWorldMatrix.inverse * ancestry[i].localToWorldMatrix * parametricObject.getLocalMatrix().inverse;

                if (i < (ancestry.Count - 2))
                {
                    AXGameObject consumerAXGO = ancestry[i + 1].gameObject.GetComponent <AXGameObject>();

                    if (consumerAXGO != null && consumerAXGO.parametricObject != null)
                    {
                        //Debug.Log("!!!!!!!!!!!!!!!!!!!!!!! "+ancestorAXGO.parametricObject.Name+".selectedConsumer = " + consumerAXGO.parametricObject.Name);
                        ancestorAXGO.parametricObject.selectedConsumer = consumerAXGO.parametricObject;
                    }
                }

                if (!string.IsNullOrEmpty(ancestorAXGO.consumerAddress))
                {
                    ancestorAXGO.parametricObject.selectedConsumerAddress = ancestorAXGO.consumerAddress;
                    //Debug.Log("ancestorAXGO.parametricObject.selectedConsumerAddress="+ancestorAXGO.parametricObject.selectedConsumerAddress);
                }
            }
            model.cycleSelectedPO = parametricObject;


            model.selectPO(parametricObject);

            if (parametricObject == null)
            {
                return;
            }

            parametricObject.generator.adjustWorldMatrices();

            // NOW SET CONSUMER_M's UPSTREAM...
            // This is a key step.
            if (!(parametricObject.generator is Instance))
            {
                //Debug.Log("Nope 2 "+parametricObject.Name);
                parametricObject.setSelectedConsumerOfAllInputs();
            }
            parametricObject.selectedAXGO = this;
        }