Example #1
0
 public void Selected()
 {
     this.transform.Find("model").gameObject.SetActive(false);
     m_itemPre = Instantiate(itemPre_prefab);
     m_itemPre.transform.SetParent(this.transform, false);
     m_itemPre.transform.localPosition = Vector3.zero;
     m_itemPre.transform.localRotation = Quaternion.Euler(Vector3.zero);
     m_itemPre.SetState(true);
 }
Example #2
0
 public virtual void StartGenerating()
 {
     if (m_isWorking == true)
     {
         ExitBuilding();
     }
     m_isWorking = true;
     m_itemPre   = Instantiate(item_prefab.itemPre_prefab);
     m_itemPre.transform.SetParent(SceneController.CONTEXT.city.transform, false);
     m_itemPre.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
 }
Example #3
0
    bool CheckPlaneUpdate(ItemPre _item, Vector3Int _itemPosition)
    {
        bool avaliableFlag = item_prefab.CheckMapAvaliable(_itemPosition, m_rotation_offset);

        _item.SetState(avaliableFlag);

        _item.transform.localPosition = new Vector3(_itemPosition.x - 0.5f, _itemPosition.y, _itemPosition.z - 0.5f);
        _item.transform.localRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);

        return(avaliableFlag);
    }
Example #4
0
    protected override bool CheckPlaneUpdate(Vector3Int _itemPosition)
    {
        if (m_is_startPoint_down == false)
        {
            base.CheckPlaneUpdate(_itemPosition);
        }
        else
        {
            if (m_last_position != _itemPosition)
            {
                m_last_position = _itemPosition;

                Vector3Int v1 = m_start_position;
                Vector3Int v2 = _itemPosition;

                VectorStandardize(ref v1, ref v2);

                int count = 0;
                for (int i = v1.x; i <= v2.x; i++)
                {
                    for (int j = v1.z; j <= v2.z; j++)
                    {
                        ItemPre item = m_itemPreArray[count];
                        item.gameObject.SetActive(true);
                        CheckPlaneUpdate(item, new Vector3Int(i, v1.y, j));
                        count++;
                    }
                }

                for (; count < m_itemPreArray.Length; count++)
                {
                    m_itemPreArray[count].gameObject.SetActive(false);
                }
            }
        }
        return(true);
    }