Query_OnFloor() public method

public Query_OnFloor ( ) : void
return void
Example #1
0
    // Generate floor item query
    private void QueryFloorObjects(List <GameObject> spaceObjects)
    {
        List <LevelSolver.PlacementQuery> placementQuery = new List <LevelSolver.PlacementQuery>();
        BoxCollider collider;

        foreach (GameObject obj in spaceObjects)
        {
            collider = obj.GetComponent <BoxCollider>();

            placementQuery.Add(levelSolver.Query_OnFloor(.3f, .3f, .3f));
        }
        LevelSolver.Instance.PlaceObjectAsync("OnFloor", placementQuery);

        queryWait = true;
    }
Example #2
0
 public void doQuery(ObjectToPlace input)
 {
     if (input.location == WhereToPut.OnFloor)
     {
         levelSolver.Query_OnFloor(input.objToPlace);
     }
     if (input.location == WhereToPut.OnWall)
     {
         levelSolver.Query_OnWall(input.objToPlace);
     }
     if (input.location == WhereToPut.OnCeiling)
     {
         levelSolver.Query_OnCeiling(input.objToPlace);
     }
     if (input.location == WhereToPut.OnEdge)
     {
         levelSolver.Query_OnEdge(input.objToPlace);
     }
     if (input.location == WhereToPut.OnFloorAndCeiling)
     {
         levelSolver.Query_OnFloorAndCeiling(input.objToPlace);
     }
     if (input.location == WhereToPut.InAirFar)
     {
         levelSolver.Query_RandomInAir_AwayFromMe(input.objToPlace);
     }
     if (input.location == WhereToPut.OnEdgeNearCenter)
     {
         levelSolver.Query_OnEdge_NearCenter(input.objToPlace);
     }
     if (input.location == WhereToPut.OnFloorFar)
     {
         levelSolver.Query_OnFloor_AwayFromMe(input.objToPlace);
     }
     if (input.location == WhereToPut.OnFloorNear)
     {
         levelSolver.Query_OnFloor_NearMe(input.objToPlace);
     }
 }