public static void Preview(MenuShop.CShopData item) { if (MenuPreview.go != null) { MenuPreview.go.name = string.Concat(new object[] { "item_", Time.time, " ", UnityEngine.Random.Range(0, 1000) }); UnityEngine.Object.Destroy(MenuPreview.go); } MenuPreview.currData = item; if (MenuPreview.currData == null) { return; } string[] array = MenuPreview.currData.iconname.Split(new char[] { '_' }); if (array.Length != 3) { return; } MenuPreview.go = ItemPreview.Create("w_" + array[0]); if (MenuPreview.go == null) { MonoBehaviour.print("error create preview w_" + array[0]); return; } ItemPreview.SetSkin(MenuPreview.go, MenuPreview.currData.iconname); Transform[] componentsInChildren = MenuPreview.go.GetComponentsInChildren <Transform>(); Transform[] array2 = componentsInChildren; for (int i = 0; i < array2.Length; i++) { Transform transform = array2[i]; transform.gameObject.layer = 0; } RotateModel rotateModel = MenuPreview.go.AddComponent <RotateModel>(); rotateModel.fullrotate = true; }
private GameObject[] floorLights = new GameObject[3]; //The lights on each floor void Start() //Use this for initialization { Canvas[] canvases = GetComponentsInChildren <Canvas>(); //Get the canvases for (int i = 0; i < canvases.Length; i++) //For all the text elements { if (canvases[i].name == "Interaction") { interactionCanvas = canvases[i]; //Get the interaction canvas } else if (canvases[i].name == "Item") { itemCanvas = canvases[i]; //Get the item canvas } } interactionMessage = interactionCanvas.GetComponentInChildren <UnityEngine.UI.Text>(); //Get the message text UnityEngine.UI.Text[] textElements = itemCanvas.GetComponentsInChildren <UnityEngine.UI.Text>(); //Get the UI text for (int i = 0; i < textElements.Length; i++) //For all the text elements { if (textElements[i].name == "Title") //If this is the title { itemTitle = textElements[i]; //Get the title of the item } else if (textElements[i].name == "Description") //If this is the description { itemDescription = textElements[i]; //Get the title of the item } } model = itemCanvas.GetComponentInChildren <MeshFilter>(); //Get the model modelTextureRenderer = model.GetComponent <Renderer>(); //Get the texture renderer GameObject[] gameObjectSearch = FindObjectsOfType <GameObject>(); //Get all the gameobjects for (int i = 0; i < gameObjectSearch.Length; i++) //For all the gameobjects { if (gameObjectSearch[i].name == "ModelIdentity") //If the model identity has been found { modelIdentity = gameObjectSearch[i]; //Get the model's identity } else if (gameObjectSearch[i].name.Contains("Elevator 1")) //If the first elevator has been found { elevatorAnimators[0] = gameObjectSearch[i].GetComponent <Animator>(); //Get the first elevator's animator elevatorAnimators[0].Play("Open Door"); } else if (gameObjectSearch[i].name.Contains("Elevator 2")) //If the second elevator has been found { elevatorAnimators[1] = gameObjectSearch[i].GetComponent <Animator>(); //Get the second elevator's animator elevatorAnimators[1].Play("Open Door"); } else if (gameObjectSearch[i].name.Contains("Elevator 3")) //If the third elevator has been found { elevatorAnimators[2] = gameObjectSearch[i].GetComponent <Animator>(); //Get the third elevator's animator elevatorAnimators[2].Play("Open Door"); } else if (gameObjectSearch[i].name.Contains("Lights 1")) //If the first floor lights have been found { floorLights[0] = gameObjectSearch[i]; //Get the first floor's lights } else if (gameObjectSearch[i].name.Contains("Lights 2")) //If the second floor lights have been found { floorLights[1] = gameObjectSearch[i]; //Get the first floor's lights } else if (gameObjectSearch[i].name.Contains("Lights 3")) //If the third floor lights have been found { floorLights[2] = gameObjectSearch[i]; //Get the first floor's lights } } floorLights[1].SetActive(false); //Disable the second floor lights floorLights[2].SetActive(false); //Disable the third floor lights rotateModelScript = GetComponentInChildren <RotateModel>(); //Get the script fpsController = GetComponent <UnityStandardAssets.Characters.FirstPerson.FirstPersonController>(); //Get the first person controller model.transform.position = new Vector3(model.transform.position.x, -100, model.transform.position.z); //Move the model real far away interactionCanvas.enabled = false; //Disable the interaction canvas itemCanvas.enabled = false; //Disable the item canvas }
private void Start() { rotateModel = gameObject.GetComponent <RotateModel>(); }
void Awake() { instance = this; }