private void SetTileMaterial() { this.blockMaterials = this.blockRenderer.sharedMaterials; #if UNITY_EDITOR this._materialID = Random.Range(1, 6); this.tileUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Empty/Standard/Up/", "Empty" + this._materialID.ToString().PadLeft(2, '0') + "-Up"); this.tileDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Empty/Standard/Down/", "Empty" + this._materialID.ToString().PadLeft(2, '0') + "-Down"); #endif if (this._blockState == BlockInfo.BlockState.UP) { this.blockMaterials[0] = this.tileUpMaterial; } else { if (this.isUp) { this.blockMaterials[0] = this.tileUpMaterial; } else { this.blockMaterials[0] = this.tileDownMaterial; } } this.blockRenderer.sharedMaterials = this.blockMaterials; }
/// <summary> /// Static constructor. Created when Unity first loads. /// </summary> static EntryPoint() { // Retrieve the saved name of the current global text asset var textAssetName = EditorPrefs.GetString(StringLibrary.GLOBAL_FONT_KEY, StringLibrary.ARIAL); // Load the saved global text asset var globalTextAsset = AssetProcessor.LoadTextAsset(textAssetName); // If, for some reason, there is no text asset, create a default Arial text asset if (globalTextAsset == null) { AssetProcessor.CreateDefaultTextAsset(); globalTextAsset = AssetProcessor.LoadTextAsset(textAssetName); } // Create the listener for notifications of newly create Text objects var hierarchyListener = new HierarchyListener(); // Grab all, if any, Text objects in the scene var allTextObjects = Resources.FindObjectsOfTypeAll(typeof(Text)); if (allTextObjects == null) { allTextObjects = Resources.FindObjectsOfTypeAll(typeof(Text)); } // Create and initialize the GlobalFontSettings new GlobalTextSettings(globalTextAsset, allTextObjects); // Initialize the listener for the font settings window GlobalTextSettingsWindow.hierarchyListener = hierarchyListener; // Start listening for the creation of text objects hierarchyListener.Listen(); }
private void SetMiscMaterial() { this.warpUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Up-Up"); this.warpDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Up-Down"); // OLD WARP DIRECTION CODE. /*switch(this.FirstDirection){ * case BlockInfo.BlockDirection.UP: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Up-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Up-Down"); * break; * * case BlockInfo.BlockDirection.RIGHT: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Right-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Right-Down"); * break; * * case BlockInfo.BlockDirection.DOWN: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Down-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Down-Down"); * break; * * case BlockInfo.BlockDirection.LEFT: * this.warpUpMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Up/", "Left-Up"); * this.warpDownMaterial = AssetProcessor.FindAsset<Material>("Assets/Models/Block/Material/Warp/Standard/Down/", "Left-Down"); * break; * }*/ }
public static void Reset() { LogUtils.Verbose("Context.Reset"); ClearAssetsCache(); _init = false; _roots = null; _groups = null; Attributes = null; _assetProcessor = null; _assemblies = null; }
public static void FindOrCreate() { GameObject temp = GameObject.FindWithTag("TileManager"); if (temp == null) { #if UNITY_EDITOR temp = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefab + "Resources/", "TileManager"); #else temp = ResourceManager.instance.tileManager; #endif Instantiate(temp).name = "TileManager"; } }
static AssetDatabase InitializeDatabase() { if (AssetDirectory == null) { throw new Exception("Assets directory was null"); } if (AssetManifest == null) { throw new Exception("Assets manifest was null"); } return(AssetProcessor.buildDatabase(Manifest, AssetDirectory, AssetOverrideDirectory)); }
/// <summary> /// Reset to Unity's standard font, "Arial". /// </summary> private void ResetFontButton() { EditorGUILayout.Space(); if (GUILayout.Button("Reset Font")) { var selctedFont = StringLibrary.ARIAL; AssetProcessor.CreateDefaultTextAsset(); GlobalTextSettings.TextSettings = AssetProcessor.LoadTextAsset(selctedFont); hierarchyListener.Listen(); fontDisplayName = selctedFont; RepaintAll(); } }
/// <summary> /// /// </summary> /// <param name="processor"></param> /// <param name="fileName"></param> void BuildAsset(AssetProcessor processor, string[] args, AssetSource assetFile, ref BuildResult buildResult) { try { // Is up-to-date? if (!context.Options.ForceRebuild) { if (!Wildcard.Match(assetFile.KeyPath, context.Options.CleanPattern, true)) { if (!context.Options.Files.Contains(assetFile.KeyPath)) { if (assetFile.IsUpToDate) { buildResult.UpToDate++; return; } } } } var keyPath = assetFile.KeyPath; if (keyPath.Length > 40) { keyPath = "..." + keyPath.Substring(keyPath.Length - 40 + 3); } Log.Message("{0,-40} {1,-5} {3}", keyPath, Path.GetExtension(keyPath), string.Join(" ", args), assetFile.Hash); // Apply attribute : var parser = new CommandLineParser(processor.GetType()); parser.OptionLeadingChar = '/'; parser.ParseCommandLine(processor, args); // // Build : // processor.Process(assetFile, context); buildResult.Succeded++; } catch (Exception e) { Log.Error("{0} : {1}", assetFile.KeyPath, e.Message); buildResult.Failed++; } }
public static void FindOrCreate() { GameObject tempController = GameObject.FindGameObjectWithTag("GameController"); if (tempController == null) { #if UNITY_EDITOR tempController = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMisc, AssetPaths.GameControllerName); #else tempController = ResourceManager.instance.gameController; #endif Instantiate(tempController).name = AssetPaths.GameControllerName; return; } else { return; } }
private void SetupLevelBlocks() { GameObject block = null; for (int i = 0; i < 3; i++) { GameObject temp = Instantiate(ResourceManager.instance.mainMenuPlane) as GameObject; temp.transform.parent = this.transform; temp.transform.position = new Vector3(thisObject.transform.position.x + (i * this.distanceBetweenPage) + 2.5f, thisObject.gameObject.transform.position.y - 1.0f, thisObject.transform.position.z + 0.5f); for (int r = 0; r < this._row; r++) { for (int c = 0; c < this._col; c++) { #if UNITY_EDITOR block = (GameObject)Instantiate(AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMainMenu + "Blocks/", AssetPaths.LevelNumberBlockName)); #else block = (GameObject)Instantiate(ResourceManager.instance.levelNumberBlock); #endif block.GetComponent <LevelBlockButton>().SetID(this._count + 1); if (i >= 1) { block.transform.position = new Vector3(thisObject.transform.position.x + (this.distanceBetweenPage * i) + c * 1, thisObject.gameObject.transform.position.y - r, thisObject.transform.position.z); } else { block.transform.position = new Vector3(thisObject.transform.position.x + c * 1, thisObject.gameObject.transform.position.y - r, thisObject.transform.position.z); } block.transform.parent = thisObject.transform; this._aLevelBlocks[this._count] = block; this._levelBlocks.Add(block); this._count++; if (this._count >= MazeInfo.MaxMazeLength) { break; } } } } }
private void SetMiscMaterial() { switch (this.FirstDirection) { case BlockInfo.BlockDirection.UP: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Up-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Up-Down"); break; case BlockInfo.BlockDirection.RIGHT: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Right-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Right-Down"); break; case BlockInfo.BlockDirection.DOWN: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Down-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Down-Down"); break; case BlockInfo.BlockDirection.LEFT: this._arrowUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Up/", "Left-Up"); this._arrowDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Normal/Standard/Down/", "Left-Down"); break; } if (this.BlockState == BlockInfo.BlockState.UP) { this.blockMaterials[1] = this._arrowUpMaterial; } else { if (this.isUp) { this.blockMaterials[1] = this._arrowUpMaterial; } else { this.blockMaterials[1] = this._arrowDownMaterial; } } }
private void SetMiscMaterial() { Material glassMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Glass/", "Glass"); if (this.glassBlock != null) { this.glassBlock.GetComponent <GlassCollider>().blockRenderer = this.glassBlock.GetComponent <MeshRenderer>(); this.glassBlock.GetComponent <GlassCollider>().blockRenderer.sharedMaterial = glassMaterial; } else { this.glassBlock = this.transform.GetChild(0).gameObject; if (this.glassBlock != null) { this.glassBlock.GetComponent <GlassCollider>().blockRenderer = this.glassBlock.GetComponent <MeshRenderer>(); this.glassBlock.GetComponent <GlassCollider>().blockRenderer.sharedMaterial = glassMaterial; } else { throw new System.ArgumentNullException("Can Not Find The Glass Block."); } } }
public static void FindOrCreate() { GameObject tempController = GameObject.FindGameObjectWithTag("SoundController"); if (tempController == null) { #if UNITY_EDITOR tempController = AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabMisc, AssetPaths.SoundControllerName); #else tempController = ResourceManager.instance.soundController; #endif var audio = tempController.GetComponent <AudioSource>() as AudioSource; audio.rolloffMode = AudioRolloffMode.Linear; audio.minDistance = 50.0f; audio.volume = 0.2f; tempController = Instantiate(tempController) as GameObject; tempController.name = AssetPaths.SoundControllerName; if (GameController.instance.gameState == GlobalInfo.GameState.MENU) { tempController.transform.parent = Camera.main.transform; } } }
/// <summary> /// Finds the Spawn Blocks To Genereate The Player And AI Objects. /// </summary> public void GeneratePlayers() { var humanSpawnPoint = this.humanSpawnPoint; var aiSpawnPoint = this.aiSpawnPoint; if (humanSpawnPoint == aiSpawnPoint) { humanSpawnPoint = new Vector3(0 + BlockInfo.BlockWidth * 0.5f, 2.5f, 0 + BlockInfo.BlockBreadth * 0.5f); aiSpawnPoint = new Vector3((this.columns * BlockInfo.BlockWidth) - (BlockInfo.BlockWidth * 0.5f), 2.5f, (this.rows * BlockInfo.BlockBreadth) - (BlockInfo.BlockBreadth * 0.5f)); } else { humanSpawnPoint = new Vector3(humanSpawnPoint.x + (BlockInfo.BlockWidth * 0.5f), 2.5f, humanSpawnPoint.z + (BlockInfo.BlockBreadth * 0.5f)); aiSpawnPoint = new Vector3(aiSpawnPoint.x + (BlockInfo.BlockWidth * 0.5f), 2.5f, aiSpawnPoint.z + (BlockInfo.BlockBreadth * 0.5f)); } #if UNITY_EDITOR Instantiate((GameObject)AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabPlayer, AssetPaths.PlayerName), humanSpawnPoint, Quaternion.identity); Instantiate((GameObject)AssetProcessor.FindAsset <GameObject>(AssetPaths.PathPrefabPlayer, AssetPaths.AIName), aiSpawnPoint, Quaternion.identity); #else Instantiate((GameObject)ResourceManager.instance.playerObject, humanSpawnPoint, Quaternion.identity); Instantiate((GameObject)ResourceManager.instance.aiObject, aiSpawnPoint, Quaternion.identity); #endif }
private void init() { overrideDirectory = ProgramSettings.get("ASSETS_OVERRIDE_DIR"); assetsDirectory = ProgramSettings.get("ASSETS_DIR"); if (assetsDirectory == null) { throw new Exception("Assets directory was null"); } assetsManifest = ProgramSettings.get("ASSETS_MANIFEST"); if (assetsManifest == null) { throw new Exception("Assets manifest was null"); } if (overrideDirectory != null) { Debug.Log("Detected override directory, checking for validity"); // check the override directory for a manifest string manifestName = Path.GetFileName(assetsManifest); string overriddenManifest = overrideDirectory + Path.DirectorySeparatorChar + manifestName; Debug.Log("checking for overriden manifest:" + overriddenManifest); if (File.Exists(overriddenManifest)) { assetsManifest = overriddenManifest; Debug.Log("Found overriden manifest"); } else { Debug.Log("No valid overide manifest found"); } } manifest = new Manifest(assetsManifest); db = AssetProcessor.buildDatabase(manifest, assetsDirectory, overrideDirectory); }
private void SetMiscMaterial() { this.switchUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Switch/Standard/", "Up"); this.switchDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Switch/Standard/", "Down"); }
private void SetMiscMaterial() { this.stunUpMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Stun/Standard/", "Stun-Up"); this.stunDownMaterial = AssetProcessor.FindAsset <Material>("Assets/Models/Block/Material/Stun/Standard/", "Stun-Down"); }
public AssetsController(AssetProcessor assetProcessor) { _assetProcessor = assetProcessor; }
public static void InitialiseTileSets() { LoadedTileSets = new Dictionary <int, TerrainTileSet>(); AssetProcessor.LoadTerrainTileSets(); }
/// <summary> /// Checks if a TextData assets is created, else it creates one. /// </summary> private void SetGlobalFontData(Font selectedFont) { GlobalTextSettings.TextSettings = AssetProcessor.SetGlobalFont(selectedFont); GlobalTextSettings.UpdateProperties(); RepaintAll(); }
/// <summary> /// Draw a block at the pre-calculated mouse hit position. /// </summary> private void Draw() { // gets the reference to the grid map component/gameobject the script is connected to (GridController). var map = (GridMap)this.target; // calculates the position of the mouse over the grid layer. var gridPosition = this.GetGridPositionFromMouseLocation(); // given the grid position check to see if a block has already been created at that location. var block = GameObject.Find(string.Format(_blockName, gridPosition.x, gridPosition.z)); if (map.blockToPlace == BlockInfo.BlockTypes.NONE) { return; } // if there is already a block present at the location and is a child of the grid map component we can just leave it and exit this function. if (block != null && block.transform.parent == map.transform) { var tempSwitch = block.GetComponent <SwitchBlock>(); if (tempSwitch != null) { tempSwitch.RemoveAllBlocks(ref map.blockList); } var tempSwitchBlock = block.GetComponent <SwitchEmptyBlock>(); if (tempSwitchBlock != null) { tempSwitchBlock.RemoveFromParent(); } var tempWarpBlock = block.GetComponent <WarpBlock>(); if (tempWarpBlock != null) { tempWarpBlock.RemoveWarpNode(ref map.blockList); } map.blockList.Remove(block); UnityEngine.Object.DestroyImmediate(block); block = null; } // if no game object was found we will create one. if (block == null) { if (map.blockToPlace == BlockInfo.BlockTypes.NORMAL) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.NormalBlockName); block.GetComponent <NormalBlock>().blockRenderer = block.GetComponent <MeshRenderer>() as MeshRenderer; block.GetComponent <NormalBlock>().SetupBlock(map.blockToPlace, map.blockOneDirection, map.blockState); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.MULTI) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.MultiBlockName); block.GetComponent <MultiBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <MultiBlock>().SetupBlock(map.blockToPlace, map.blockOneDirection, map.blockTwoDirection, map.blockState); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.NUMBER) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.NumberBlockName); block.GetComponent <NumberBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <NumberBlock>().SetupBlock(map.blockToPlace, map.blockState, map.blockNumber); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.STUN) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.StunBlockName); block.GetComponent <StunBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <StunBlock>().SetupBlock(map.blockToPlace, map.blockState, map.blockNumber); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.SWITCH) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.SwitchBlockName); block.GetComponent <SwitchBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <SwitchBlock>().SetupBlock(map.blockToPlace, map.blockState); map.blockList.Add(block); this._switchParentNode = block; this._switchPointSet = true; this._switchBlockCount = 0; this._target.blockToPlace = BlockInfo.BlockTypes.SWTICH_EMPTY; if (this.blockWindow != null) { this.blockWindow.Focus(); } } else if (map.blockToPlace == BlockInfo.BlockTypes.SWTICH_EMPTY) { this._switchBlockCount++; block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.SwitchEmptyBlockName); block.GetComponent <SwitchEmptyBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <SwitchEmptyBlock>().SetupBlock(map.blockToPlace, map.blockState); block.GetComponent <SwitchEmptyBlock>().SetParentNode(this._switchParentNode); map.blockList.Add(block); this._switchParentNode.GetComponent <SwitchBlock>().AddEmptyBlock(block); if (this.blockWindow != null) { this.blockWindow.Focus(); } if (this._switchBlockCount == map.switchBlockCount) { this._switchParentNode = null; this._switchPointSet = false; this._switchBlockCount = 0; map.blockToPlace = BlockInfo.BlockTypes.SWITCH; if (this.blockWindow != null) { this.blockWindow.Focus(); } } } else if (map.blockToPlace == BlockInfo.BlockTypes.EMPTY) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.EmptyBlockName); block.GetComponent <EmptyBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <EmptyBlock>().SetupBlock(map.blockToPlace, map.blockState); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.EMPTY_TALL) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.EmptyTallBlockName); block.GetComponent <EmptyBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <EmptyBlock>().SetupBlock(map.blockToPlace); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.INVISIBLE) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.InvisibleBlock); map.blockList.Add(block); } else if (map.blockToPlace == BlockInfo.BlockTypes.WARP) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.WarpBlockName); block.GetComponent <WarpBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <WarpBlock>().SetupBlock(map.blockToPlace, map.blockOneDirection, map.blockState); map.blockList.Add(block); this._warpParentNode = block; map.blockToPlace = BlockInfo.BlockTypes.WARP_NODE; if (this.blockWindow != null) { this.blockWindow.Focus(); } } else if (map.blockToPlace == BlockInfo.BlockTypes.WARP_NODE) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.WarpBlockName); block.GetComponent <WarpBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <WarpBlock>().SetupBlock(BlockInfo.BlockTypes.WARP, map.blockOneDirection, map.blockState); block.GetComponent <WarpBlock>().AddWarpNode(this._warpParentNode); this._warpParentNode.GetComponent <WarpBlock>().AddWarpNode(block); map.blockList.Add(block); this._warpParentNode = null; map.blockToPlace = BlockInfo.BlockTypes.WARP; if (this.blockWindow != null) { this.blockWindow.Focus(); } } else if (map.blockToPlace == BlockInfo.BlockTypes.GLASS) { block = AssetProcessor.InstantiatePrefab <GameObject>(AssetPaths.PathPrefabBlocks, AssetPaths.GlassBlockName); block.GetComponent <GlassBlock>().blockRenderer = block.GetComponent <MeshRenderer>(); block.GetComponent <GlassBlock>().SetupBlock(BlockInfo.BlockTypes.GLASS, map.blockState, map.blockNumber); map.blockList.Add(block); } else { Debug.LogError("NOTHING TO CREATE."); } } Vector3 blockPositionInLocalSpace = new Vector3(); // set the block position on the grid map. if (map.blockToPlace == BlockInfo.BlockTypes.EMPTY_TALL) { blockPositionInLocalSpace = new Vector3((gridPosition.x * map.BlockWidth) + (map.BlockWidth * 0.5f), 1.0f, (gridPosition.z * map.BlockBreadth)); } else if (map.blockToPlace == BlockInfo.BlockTypes.INVISIBLE) { blockPositionInLocalSpace = new Vector3((gridPosition.x * map.BlockWidth) + (map.BlockWidth * 0.5f), 1.5f, (gridPosition.z * map.BlockBreadth)); } else { if (map.blockState == BlockInfo.BlockState.UP) { blockPositionInLocalSpace = new Vector3((gridPosition.x * map.BlockWidth) + (map.BlockWidth * 0.5f), 1.0f, (gridPosition.z * map.BlockBreadth)); } else { blockPositionInLocalSpace = new Vector3((gridPosition.x * map.BlockWidth) + (map.BlockWidth * 0.5f), 0.0f, (gridPosition.z * map.BlockBreadth)); } } block.transform.position = map.transform.position + blockPositionInLocalSpace; // we scale the block to the grid sizes defined by the BlockWidth and BlockHeight fields. if (map.blockToPlace == BlockInfo.BlockTypes.EMPTY_TALL) // NEED TO GET RID OF LATER. { block.transform.localScale = new Vector3(map.BlockWidth, 3.0f, map.BlockBreadth); // NEED TO GET RID OF LATER. } else // NEED TO GET RID OF LATER. { block.transform.localScale = new Vector3(map.BlockWidth, map.BlockHeight, map.BlockBreadth); } // we set the block as a child to the parent. block.transform.parent = map.transform; // give the block a name that will represent its location on the grid. block.name = string.Format(_blockName, gridPosition.x, gridPosition.z); }
public PairsController(PairConfigProcessor pairConfigProcessor, AssetProcessor assetProcessor) { _pairConfigProcessor = pairConfigProcessor; _assetProcessor = assetProcessor; }
/// <summary> /// Initializes the asset's load function. /// </summary> /// <param name="processor">Function called whenever the asset is reloaded.</param> /// <returns>Asset builder.</returns> public AssetBuilder <T> Create(AssetProcessor processor) { this.processor = processor; return(this); }