// process click event private void PlacePointClickRecieved(EventParam positionParam) { if (clickCount == 0) { angleInstance = new PointsAngleClass(); instanceList.Add(angleInstance); } if (clickCount < 3) { clonePoint = Instantiate(refPoint, cloneParent); clonePoint.SetActive(true); clonePoint.transform.position = positionParam.getPointParam(); angleInstance.AddElement(clonePoint); anglePositions[clickCount] = clonePoint.transform.localPosition; clickCount += 1; } if (clickCount == 3) { angleLine = Instantiate(refLine, cloneParent); angleLine.SetActive(true); angleLine.name = "newLine"; angleLine.GetComponent <LineRenderer>().positionCount = 3; angleLine.GetComponent <LineRenderer>().SetPositions(anglePositions); angleInstance.AddLine(angleLine); } }
// process click event public void PlacePlaneClickRecieved(EventParam positionParam) { if (clickCount == 0) { planeDistanceInstance = new PlaneDistanceClass(); instanceList.Add(planeDistanceInstance); } if (clickCount < 2) { clonePlane = Instantiate(refPlane, cloneParent); clonePlane.SetActive(true); clonePlane.transform.position = positionParam.getPointParam(); if (clickCount == 1) { normalLine = Instantiate(refLine, clonePlane.transform); normalLine.SetActive(true); normalLine.transform.localPosition = Vector3.zero; normalLine.transform.eulerAngles = Vector3.zero; normalLine.name = "Arrow"; } planeDistanceInstance.AddElement(clonePlane); } clickCount += 1; }
// process click event private void PlacePointClickRecieved(EventParam positionParam) { if (clickCount == 0) { // this event is produced for the first time pathInstance = new Path(); pathPositions = new List <Vector3>(); instanceList.Add(pathInstance); } if (clickCount == 1) { // instanciate a line and add it to the path instance pathLine = Instantiate(refLine, cloneParent); pathLine.SetActive(true); pathLine.name = "newLine"; pathInstance.AddLine(pathLine); } // duplicate the reference Point game object and set its position clonePoint = Instantiate(refPoint, cloneParent); clonePoint.SetActive(true); clonePoint.transform.position = positionParam.getPointParam(); // add the new Point to the pathInstance list pathInstance.AddElement(clonePoint); // add the point to the line renderer pathPositions.Add(clonePoint.transform.localPosition); if (clickCount > 0) { if (clickCount > 1) { pathLine.GetComponent <LineRenderer>().positionCount += 1; pathLine.GetComponent <LineRenderer>().SetPosition(pathLine.GetComponent <LineRenderer>().positionCount - 1, pathPositions[pathLine.GetComponent <LineRenderer>().positionCount - 1]); } //pathLine.GetComponent<LineRenderer>().SetPositions(pathPositions.ToArray()); } // update the number of click eveents recieved clickCount += 1; }
// process click event void PlaceWulffElementClickRecieved(EventParam positionParam) { if (clickCount == 0) { wulffInstance = new WulffClass(); cloneElipse = Instantiate(refElipse, cloneParent); cloneElipse.SetActive(true); cloneElipse.transform.position = positionParam.getPointParam(); wulffInstance.AddElement(cloneElipse); } else if (clickCount == 1) { cloneElipse.tag = "Untagged"; DrawWulffSphere(cloneElipse.transform.localPosition); wulffSphere.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f); wulffInstance.AddElement(wulffSphere); } clickCount += 1; }
public void PlaceMarkerClickRecieved(EventParam pointParam) { if (newMarkerAllowed == true) { if (clickCount == 0) { markerInstance = new Marker(); //saveInstance.AddInstanceToSave(markerInstance); } cloneMarker = Instantiate(refMarker, cloneParent); cloneMarker.SetActive(true); cloneMarker.transform.position = pointParam.getPointParam(); markerInstance.AddElement(cloneMarker); instancesList.Add(markerInstance); clickCount += 1; // block new marker creation when setting current parameters newMarkerAllowed = false; EventManager.TriggerEvent("ShowHideMarkerEditorInterface", null); } }
void PlaceSpawnMarker(EventParam positionParam) { // activate and place the spawn marker on the mini terrain lobbyEnvironment.transform.GetChild(3).position = positionParam.getPointParam(); lobbyEnvironment.transform.GetChild(3).gameObject.SetActive(true); }