Example #1
0
        /// <summary>
        /// Loaded a Block from an BlockSave, but with a new Guid. Block can be loaded with an offset. Used for loading prefabs
        /// </summary>
        /// <param name="blockSave">The BlockSave to load</param>
        /// <param name="offset">Optional offset</param>
        /// <returns></returns>
        public GameObject LoadBlockWithNewGuid(BlockSave blockSave, Vector3 offset = new Vector3())
        {
            GameObject restoredBlock = BlockGenerator.GenerateBlock(blockSave.GetBlockStructure());

            restoredBlock.transform.position = blockSave.position + offset;
            restoredBlock.transform.rotation = blockSave.rotation;
            restoredBlock.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
            restoredBlock.GetComponentInChildren <TapHandler>().AcceptCollisionsAsConnected(true);
            restoredBlock.GetComponentInChildren <GrooveHandler>().AcceptCollisionsAsConnected(true);
            return(restoredBlock);
        }
Example #2
0
        /// <summary>
        /// Loads a Block from a BlockSave and freezes the Block, Block can be loaded with offset
        /// </summary>
        /// <param name="blockSave">The BlockSave to load</param>
        /// <param name="offset">Optionak offset</param>
        /// <returns></returns>
        public GameObject LoadBlock(BlockSave blockSave, Vector3 offset = new Vector3())
        {
            GameObject restoredBlock = BlockGenerator.GenerateBlock(blockSave.GetBlockStructure());

            restoredBlock.transform.position = blockSave.position + offset;
            restoredBlock.transform.rotation = blockSave.rotation;
            restoredBlock.GetComponent <BlockCommunication>().Guid = blockSave.guid;
            restoredBlock.GetComponent <BlockGeometryScript>().TopColliderContainer.layer = 8;
            restoredBlock.GetComponent <Rigidbody>().constraints = RigidbodyConstraints.FreezeAll;
            restoredBlock.GetComponentInChildren <TapHandler>().AcceptCollisionsAsConnected(true);
            restoredBlock.GetComponentInChildren <GrooveHandler>().AcceptCollisionsAsConnected(true);
            return(restoredBlock);
        }