public void SetArg(PARTS pt, float thi, float ang, float wid) { parts = pt; thick = thi; angle = ang; width = wid; }
public void SetupPart3() { currentPart = PARTS.PART3; Camera.main.transform.position = new Vector3(conveyor_Part3.transform.position.x, .8f, -1.6f); Camera.main.transform.rotation = Quaternion.Euler(2f, 0, 0); conveyor_Part3.GetComponent <Animator>().SetBool("isMoving", true); shelves.SetActive(true); petri.SetActive(false); petri.transform.GetChild(0).GetComponent <PillSpawner>().enabled = false; foreach (GameObject pill in pills) { pill.GetComponent <Rigidbody>().isKinematic = true; } for (int i = 3 * currentTripletIndex; i < bottleSpawned_Count; i++) { bottles[i].GetComponent <BottleDragDrop>().enabled = true; // ui varsa silinir foreach (Transform child in bottles[i].transform) { if (child.GetComponent <Canvas>() != null) { Destroy(child.gameObject); } } StartCoroutine(MoveBottles(bottles[i], conveyor_Part3, i)); } }
private void SetNewParts(GameObject obj, PARTS part) { for (int i = obj.transform.childCount - 1; i >= 0; i--) { DestroyImmediate(obj.transform.GetChild(i).gameObject); } GameObject template = Instantiate(obj); GameObject emptyTemp = Resources.Load <GameObject>("Models/Empty"); int[] arrs = { 0, 1, 2, 3, 5 }; int tempP; tempP = arrs[(int)part]; for (int i = 0; i < tempP; i++) { GameObject newpart = Instantiate(template); GameObject empty = Instantiate(emptyTemp); empty.transform.SetParent(parentObj.transform); newpart.transform.SetParent(empty.transform); if (obj.tag == "Sector") { newpart.transform.localRotation = Quaternion.Euler(0, (360 / (tempP + 1)) * (i + 1), 0); } else { newpart.transform.RotateAround(pillar.position, Vector3.up, (360 / (tempP + 1)) * (i + 1)); } empty.transform.SetParent(obj.transform); } DestroyImmediate(template); }
public ModelData(ModelType mType, PARTS pt, float thi, float ang, float wid) { modelType = mType; parts = pt; thick = thi; angle = ang; width = wid; }
public void SetupPart1() { currentPart = PARTS.PART1; // Kamera Camera.main.transform.position = new Vector3(conveyor_Part1.transform.position.x, Camera.main.transform.position.y, Camera.main.transform.position.z); conveyor_Part1.GetComponent <Animator>().SetBool("isMoving", true); // Conveyor animasyonunu başlatmak için shelves.SetActive(false); petri.SetActive(false); //Bottles StartCoroutine(SpawnBottles()); //Labels SetupLabels(); }
public void SetupPart2() { currentPart = PARTS.PART2; Camera.main.transform.position = new Vector3(conveyor_Part2.transform.position.x, Camera.main.transform.position.y, Camera.main.transform.position.z); labelPanel.SetActive(false); petri.SetActive(true); conveyor_Part2.GetComponent <Animator>().SetBool("isMoving", true); for (int i = 3 * currentTripletIndex; i < bottleSpawned_Count; i++) { // Kapağı aç bottles[i].transform.GetChild(0).gameObject.SetActive(false); // Şişeleri yerlerine ilerlet StartCoroutine(MoveBottles(bottles[i], conveyor_Part2, i)); // pills pills[i] = levels[levelNo].bottles[i].pillPrefab; pills[i].GetComponent <Rigidbody>().isKinematic = false; pills[i].transform.GetChild(0).GetComponent <MeshRenderer>().material = levels[levelNo].bottles[i].colorMat; StartCoroutine(petri.transform.GetChild(0).GetComponent <PillSpawner>().SpawnPills(pills[i], levels[levelNo].bottles[i].maxPills)); } }