Exemple #1
0
    public void NavigationMachineChoice(bool start) //called by OK-Buttons in Navigation Panel
    {
        string[] machineStateArray;

        if (start)
        {
            machineStateArray = parser.machineStates[uiController.navigationMachineChoice[0].value];
            currentMaterial   = startMaterial;                                                                                   //define material
            parser.machines[uiController.navigationMachineChoice[0].value].GetComponent <Renderer>().material = currentMaterial; //Color choosen machine
        }
        else
        {
            machineStateArray = parser.machineStates[uiController.navigationMachineChoice[1].value];
            machinePanelControl.machineChoice.value = uiController.navigationMachineChoice[1].value;
            machinePanelControl.SetMachine();
            currentMaterial = endMaterial;                                                                                       //define material
            parser.machines[uiController.navigationMachineChoice[1].value].GetComponent <Renderer>().material = currentMaterial; //color choosen machine
        }

        foreach (GameObject state in parser.states)
        {
            if (state.name == machineStateArray[1])
            {
                state.GetComponent <Renderer>().material = currentMaterial;
                SetStartEnd(state);

                state.transform.localScale = Vector3.one * parser.stateSize * 1.3f;
                break;
            }
        }
        mapChoiceEnabled = true;
    }
Exemple #2
0
    private void OnMouseDown()
    {
        //in inspection scene set machine for navigation as start or target
        if (parser.inspection && navigation.mapChoiceEnabled)
        {
            for (int i = 0; i < parser.machineStates.Count; i++)
            {
                if (gameObject.name == parser.machineStates[i][0])
                {
                    for (int j = 0; j < parser.states.Count; j++)
                    {
                        if (parser.machineStates[i][1] == parser.states[j].name)
                        {
                            if (!navigation.startDefined)
                            {
                                parser.states[j].GetComponent <Renderer>().material = Resources.Load("Materials/State_START", typeof(Material)) as Material;
                                gameObject.GetComponent <Renderer>().material       = Resources.Load("Materials/State_START", typeof(Material)) as Material;
                                uIController.navigationMachineChoice[0].value       = i;
                            }
                            else
                            {
                                parser.states[j].GetComponent <Renderer>().material = Resources.Load("Materials/State_TARGET", typeof(Material)) as Material;
                                gameObject.GetComponent <Renderer>().material       = Resources.Load("Materials/State_TARGET", typeof(Material)) as Material;
                                machinePanelControl.machineChoice.value             = i;
                                uIController.navigationMachineChoice[1].value       = i;
                                machinePanelControl.SetMachine();
                            }

                            navigation.SetStartEnd(parser.states[j]);
                            parser.states[j].transform.localScale = Vector3.one * parser.stateSize * 1.3f;
                        }
                    }
                }
            }
        }

        //in planning-scene show MTConnect data when clicking on machine
        else
        {
            uIController.machineName = gameObject.transform.name;
            uIController.IOMachineInfoPanel(true);
        }
    }