public void Initialize()
        {
            if (isInitialized)
            {
                Debug.Log("Building Carousel.");
                CleanUp();
            }

            GenerateDisplays(displayCasePrefab, shaderModelPrefab, materials.materials.Count);

            // Swap materials on each model
            for (int _i = 0; _i < displays.Count; _i++)
            {
                DisplayCase _display = displays[_i];
                _display.ChangeModelMaterial(materials.materials[_i]);
                _display.gameObject.name = "Display Case: " + _display.GetModelRenderer().sharedMaterial.shader;
            }

            startPosition = transform.position;

            displayCaseSelector.Initialize(displays);
            displayCaseSelector.onSelectionChange += OnSelectionChange;

            isInitialized = true;
        }
Ejemplo n.º 2
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        private void OnSelectionChange(DisplayCase _previousCase, DisplayCase _currentCase)
        {
            if (_currentCase == null)
            {
                text.enabled = false;
                return;
            }

            text.enabled = true;
            text.text    = _currentCase.GetModelRenderer().sharedMaterial.shader.ToString();
        }
        private void OnSelectionChange(DisplayCase _previousDisplay, DisplayCase _currentDisplay)
        {
            onSelection?.Invoke(this);

            startPosition        = transform.position;
            endPosition          = new Vector3(staggerDisplayOffset.x * (displayCaseSelector.GetCurrentIndex() * -1), startPosition.y, startPosition.z);
            totalAccumulatedTime = 0;

            isRunning = true;
            onDisplayChange?.Invoke(_previousDisplay, _currentDisplay);
        }
        /// <summary>
        /// Creates and caches a list of DisplayCases
        /// </summary>
        /// <param name="_display">What display case do you want to generate?</param>
        /// <param name="_modelToSpawnInside">What GameObject do you want to generate inside the display case?</param>
        /// <param name="_quantity">How many displays would you like to generate?</param>
        /// <returns></returns>
        private void GenerateDisplays(DisplayCase _display, GameObject _modelToSpawnInside, int _quantity)
        {
            displays.Clear();

            for (int _i = 0; _i < _quantity; _i++)
            {
                // Create a display
                DisplayCase _displayCase = Instantiate(_display, transform);
                _displayCase.Initialize(_modelToSpawnInside, itemOffset);
                _displayCase.SetDisplayPosition(_displayCase.GetDisplayWorldPosition() + staggerDisplayOffset * _i + individualDisplayOffset);
                _displayCase.onClick += OnDisplayCaseClick;

                // Cache display
                displays.Add(_displayCase);
            }
        }
 /// <summary>
 /// Invoked when the user clicks on the display case
 /// </summary>
 /// <param name="_displayCase"></param>
 private void OnDisplayCaseClick(DisplayCase _displayCase)
 {
     displayCaseSelector.Select(_displayCase);
 }