public void SelectionChange(int index)
    {
        childCreator.SetParentSceneNode(mSelectedTransform[index].gameObject.GetComponent <SceneNode>());
        NodePrimitive nodePrimEq = FindEquivalentNodePrim(mSelectedTransform[index].name, RootNodePrim.transform);

        smallViewCamera.selectedNode = mSelectedTransform[index];
        //childCreator.SetParentNode(nodePrimEq.transform);
    }
Exemple #2
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 /// <summary>
 /// Add a new node primitive to the current snowman scene node
 /// </summary>
 /// <param name="newPrimitive"></param>
 public void AddPrimitive(NodePrimitive newPrimitive)
 {
     if (newPrimitive != null)
     {
         Vector3 currentSceneNodePosition = combinedParentTransform.GetColumn(3);
         Vector3 updatedLocalPosition     = newPrimitive.transform.position - currentSceneNodePosition;
         newPrimitive.transform.localPosition = updatedLocalPosition;
         PrimitiveList.Add(newPrimitive);
         newPrimitive.TryEnableSmallCam();
     }
 }
Exemple #3
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    public void CreateChild(int val)
    {
        if (val == 0)
        {
            return;
        }
        string     food    = foodNames[val - 1];
        GameObject newFood = Instantiate <GameObject>(foods[food]);

        if (newFood == null)
        {
            return;
        }
        string foodId = RandomID(4);

        newFood.name = food + foodId;
        // create a newSceneNode GameObject
        GameObject newSceneNodeGO = new GameObject(food);

        newSceneNodeGO.name = food + foodId;
        SceneNode newSceneNode = newSceneNodeGO.AddComponent <SceneNode>();

        newSceneNode.gameObject.tag = "SceneNode";
        // Create a new nodePrimitive
        NodePrimitive newFoodNP = newFood.AddComponent <NodePrimitive>();

        newFoodNP.GetComponent <Renderer>().material             = NPMaterial;
        newFoodNP.GetComponent <Renderer>().material.mainTexture = foodTextures[val - 1];
        // sets as child of parent node primitive not scene node.
        //newFood.transform.SetParent(parentNode);
        newFood.transform.localScale = new Vector3(10, 10, 10);
        // set new scene node to child of old scene node
        newSceneNodeGO.transform.SetParent(sceneNodeParent.transform);
        newSceneNodeGO.transform.localPosition = new Vector3(0, 0.5f, 0);
        SetAllSceneNodes(newSceneNode, newFoodNP);
        childMenu.value = 0;
        // update scene node hierarchy
        sceneNodeControl.UpdateSceneNodeMenu();
        // set pet and human location
        newSceneNode.PetLocation      = PetLocation;
        newSceneNode.HumanLocation    = HumanLocation;
        newSceneNode.sceneNodeControl = sceneNodeControl;
        newSceneNode.rootNP           = rootNP;
        // attach scene node to collider
        newSceneNode.SceneCollider = Instantiate <GameObject>(sceneColliderPrefab).transform;
        newSceneNode.SceneCollider.gameObject.AddComponent <KindGetter>();
        newSceneNode.SceneCollider.gameObject.GetComponent <KindGetter>().nodeType = newSceneNode;
    }
Exemple #4
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    private void SetAllSceneNodes(SceneNode newSceneNode, NodePrimitive newNodePrim)
    {
        NodePrimitive curr = newNodePrim;

        while (curr != null)
        {
            newSceneNode.PrimitiveList.Add(curr);
            if (curr.transform.parent != null)
            {
                curr = curr.transform.parent.GetComponent <NodePrimitive>();
            }
            else
            {
                curr = null;
            }
        }
    }
Exemple #5
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    private void CutSegment(GrowingSceneNode targetNode)
    {
        // Create a new TheWorld so that the cut segment can remain visible
        GameObject tempParent = new GameObject("tempParent");

        tempParent.AddComponent <TheWorld>();
        tempParent.GetComponent <TheWorld>().RootNode = targetNode.GetComponent <SceneNode>();
        Debug.Log("Cut");


        NodePrimitive primitive = targetNode.transform.GetChild(0).GetChild(0).GetComponent <NodePrimitive>();
        Vector3       lastAttachedPosition;

        lastAttachedPosition = primitive.currentLoc;

        targetNode.NodeOrigin       = lastAttachedPosition;
        targetNode.transform.parent = tempParent.transform;
        plantParts.Remove(targetNode);
        targetNode.gameObject.AddComponent <FallingBranch>();
    }
 public NodePrimitive FindEquivalentNodePrim(string name, Transform rootNP)
 {
     if (rootNP.transform.name.Equals(name))
     {
         return(rootNP.GetComponent <NodePrimitive>());
     }
     for (int i = 0; i < rootNP.childCount; i++)
     {
         Transform     child = rootNP.GetChild(i);
         NodePrimitive cn    = child.GetComponent <NodePrimitive>();
         if (cn == null)
         {
             continue;
         }
         NodePrimitive foundNode = FindEquivalentNodePrim(name, child);
         if (foundNode != null)
         {
             return(foundNode);
         }
     }
     return(null);
 }
Exemple #7
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    /// <summary>
    /// If no objects are currently being held and we're currently lookin at objects, attempt to grab hold
    /// of the closet object.
    /// </summary>
    /// <returns></returns>
    public bool TryHoldObject()
    {
        if (!objectHeld && lookedAtPrimitives != null && lookedAtPrimitives.Count > 0)
        {
            NodePrimitive closestPrimitive = lookedAtPrimitives[0];
            foreach (NodePrimitive primitive in lookedAtPrimitives)
            {
                Vector3 closestPos   = closestPrimitive.currentTransform.GetColumn(2);
                Vector3 primPos      = primitive.currentTransform.GetColumn(2);
                Vector3 camToClosest = closestPos - Camera.main.transform.position;
                Vector3 camToPrim    = primPos - Camera.main.transform.position;

                if (camToPrim.magnitude < camToClosest.magnitude)
                {
                    closestPrimitive = primitive;
                }
            }

            closestPrimitive.PerformHoldActions(Camera.main.transform);
            objectHeld = true;
        }
        return(objectHeld);
    }
Exemple #8
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 /// <summary>
 /// Adds a game object as a node primitive to the world
 /// </summary>
 /// <param name="snowmanObject"></param>
 public void AddPrimitiveToCurrentNode(GameObject snowmanObject)
 {
     if (snowmanObject != null)
     {
         SnowmanAccessory accessory = snowmanObject.GetComponent <SnowmanAccessory>();
         if (accessory != null)
         {
             snowmanObject.layer = 0; //Change the layer since we no longer want to treat this object as an free object
             snowmanObject.GetComponent <Renderer>().material = stardardObjectMat;
             accessory.UpdateMaterial(stardardObjectMat);
             NodePrimitive primitive = snowmanObject.AddComponent <NodePrimitive>();
             primitive.PrimitiveColor = accessory.PrimaryColor;
             primitive.detectionType  = accessory.DetectionType;
             accessory.SetColor(accessory.PrimaryColor);
             SceneNode node = GetSnowmanSceneNode();
             node.AddPrimitive(primitive);
         }
         else
         {
             Debug.LogError("The object grab is not a valid snowman accessory object");
         }
     }
 }
Exemple #9
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 private void Start()
 {
     bladePrimitive = GameObject.Find("BladePrimitive").GetComponent <NodePrimitive>();
 }
Exemple #10
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 void Awake()
 {
     Myself = GetComponent <NodePrimitive>();
 }
Exemple #11
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetMouseButtonDown(0) && !Input.GetKey(KeyCode.LeftAlt))
        {
            Debug.Log("Mouse clicked");
            prevX = Input.mousePosition.x;
            prevY = Input.mousePosition.y;

            // Ensure not clicking GUI
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                Debug.Log("Raycasting...");
                RaycastHit hitInfo = new RaycastHit();
                bool       hit     = Physics.Raycast(mainCamera.ScreenPointToRay(Input.mousePosition), out hitInfo, Mathf.Infinity, 1);


                if (hit)
                {
                    Debug.Log("Hit " + hitInfo.transform.gameObject.name);
                    if (hitInfo.transform.name.Contains("Ref"))
                    {
                        Debug.Log("Selected " + hitInfo.transform.name);
                        mSelectedObject = hitInfo.transform.gameObject;
                        dragging        = true;
                    }
                }
            }
            else
            {
                Debug.Log("Did not raycast: over GUI");
            }
        }
        //user is dragging as long as getMouseButton
        else if (dragging && (Input.GetMouseButton(0)))
        {
            float dx = prevX - Input.mousePosition.x;
            float dy = prevY - Input.mousePosition.y;
            prevX = Input.mousePosition.x;
            prevY = Input.mousePosition.y;

            Debug.Log("Dragged by {" + dx + ", " + dy + "}");

            if (mSelectedObject != null)
            {
                NodePrimitive np = mSelectedObject.GetComponent <ReferenceToPrimitive>().np;
                Vector3       q  = np.manipulateIfHit.transform.localRotation.eulerAngles;
                if (np.name == "BasePrimitive")
                {
                    q.y += dx;
                }
                else
                {
                    q.z += dx;
                }
                mSelectedObject.GetComponent <ReferenceToPrimitive>().np.manipulateIfHit.transform.localRotation = Quaternion.Euler(q.x, q.y, q.z);
            }
        }
        else
        {
            if (dragging)
            {
                Debug.Log("Stopped dragging");
            }
            dragging = false;
        }
    }
Exemple #12
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 void SetSpeed(NodePrimitive node, float v)
 {
     node.SetCurrentSpeed(node.AngularSpeed * v);
 }