Exemple #1
0
    public void SpawnShape(List <Vector2> v, bool can)
    {
        var quad = Instantiate(quadZonePrefab);

        MapCreatorLoader.Instance.Attach(quad.gameObject);

        if (can)
        {
            quad.Color = Colors.PlaceColor;
        }
        else
        {
            quad.Color = Colors.CantPlace;
        }

        quad.Init(v[0], v[1], v[3], v[2]);
        var quadRender = quad.gameObject.GetComponent <MeshRenderer>();

        int sorting = can ? SortingOrder.Is(Layer.Place) : SortingOrder.Is(Layer.WrongPlace);

        quadRender.sortingOrder = sorting;
        zone = quad;

        ShapeID   = MapCreatorLoader.Instance.ParkingZone.AddShape(v, false);
        quad.name = "Place_shape_" + ShapeID;
    }
Exemple #2
0
    public void SetPosition(Vector3 p3d)
    {
        transform.localPosition = p3d;

        var shape    = Shapes.Get(Shape.Edge8, NodeBaseScale, transform.localPosition.x, transform.localPosition.z);
        var platform = Instantiate(quadZonePrefab);

        platform.name = "NodeBase";
        MapCreatorLoader.Instance.Attach(platform.gameObject);
        platform.Color = Colors.RoadColor;
        platform.Init(shape);
        var platformRender = platform.gameObject.GetComponent <MeshRenderer>();

        platformRender.sortingOrder = SortingOrder.Is(Layer.NodeBase);
        PlatformObject = platform.gameObject;

        MagnetPoints = new List <Vector2>();
        foreach (var i in shape)
        {
            MagnetPoints.Add(i);
        }

        SelfShape = MapCreatorLoader.Instance.ParkingZone.AddShape(shape, false);

        ReDraw();
    }
Exemple #3
0
    private void MakeGround()
    {
        ground = MeshUtil.MakeSolidMesh("Ground", sizeX, sizeY, color);
        ground.transform.SetParent(baseMapObject.transform, false);
        MeshRenderer render = ground.GetComponent <MeshRenderer>();

        render.sortingOrder = SortingOrder.Is(Layer.Ground);

        groundPlane = new Plane(Vector3.up, Vector3.zero);
    }
Exemple #4
0
    private void Awake()
    {
        vertices2D = new List <Vector2>();

        vertices2D.Add(new Vector2(0, 0));
        vertices2D.Add(new Vector2(0, 25));
        vertices2D.Add(new Vector2(25, 25));
        vertices2D.Add(new Vector2(25, 50));
        vertices2D.Add(new Vector2(0, 50));
        vertices2D.Add(new Vector2(0, 75));
        vertices2D.Add(new Vector2(75, 75));
        vertices2D.Add(new Vector2(75, 50));
        vertices2D.Add(new Vector2(50, 50));
        vertices2D.Add(new Vector2(50, 25));
        vertices2D.Add(new Vector2(75, 25));
        vertices2D.Add(new Vector2(75, 0));

        mesh        = new Mesh();
        mesh.name   = "parkingZoneMesh";
        filter      = gameObject.AddComponent <MeshFilter>();
        filter.mesh = mesh;

        var meshRender = MeshUtil.ApplyMaterial(gameObject, new Color32(165, 165, 165, 255));

        meshRender.sortingOrder = SortingOrder.Is(Layer.Polygon);

        spheres = new List <GameObject>();
        GameObject sphereHolderObj = new GameObject("SphereHolder");

        sphereHolderObj.transform.SetParent(transform, false);
        sphereHolder = sphereHolderObj.transform;

        nodes = new List <PathNode>();
        GameObject nodeHolderObj = new GameObject("NodeHolder");

        nodeHolderObj.transform.SetParent(transform, false);
        nodeHolder = nodeHolderObj.transform;

        shapeInfos = new List <ShapeInfo>();
        UpdateSelfShape();
    }
Exemple #5
0
    private GameObject MakeLine(Vector2 p1, Vector2 p2, Color color)
    {
        Vector3 start = GeometryUtil.V3(p1);
        Vector3 end   = GeometryUtil.V3(p2);

        GameObject myLine = new GameObject("line");

        myLine.transform.SetParent(ObjectsHolder, false);
        myLine.transform.position = start;
        LineRenderer lr = myLine.AddComponent <LineRenderer>();

        lr.material = new Material(MeshUtil.ShaderSprite);
        lr.SetColors(color, color);
        lr.SetWidth(0.2f, 0.2f);
        lr.SetPosition(0, start);
        lr.SetPosition(1, end);

        lr.sortingOrder = SortingOrder.Is(Layer.NodeLine);
        Objects.Add(myLine);

        return(myLine);
    }
Exemple #6
0
    private void ReDraw()
    {
        CleanObjects();

        foreach (var i in OutNodes)
        {
            Vector2 p1 = XZ;
            Vector2 p2 = i.XZ;

            GeometryUtil.LineOptions lineOpt = new GeometryUtil.LineOptions(p1, p2);

            lineOpt.CalcNormScale(NormScale);

            Vector2 q1 = lineOpt.MakeNormalOffset(p1, -1);
            Vector2 q2 = lineOpt.MakeNormalOffset(p1, +1);
            Vector2 q4 = lineOpt.MakeNormalOffset(p2, -1);
            Vector2 q3 = lineOpt.MakeNormalOffset(p2, +1);

            CorrectWithMagnetPoints(ref q1, ref q2);
            i.CorrectWithMagnetPoints(ref q3, ref q4);

            var quad = Instantiate(quadZonePrefab);
            MapCreatorLoader.Instance.Attach(quad.gameObject);
            quad.Color = Colors.RoadColor;
            quad.Init(q1, q2, q4, q3);
            var quadRender = quad.gameObject.GetComponent <MeshRenderer>();
            quadRender.sortingOrder = SortingOrder.Is(Layer.Road);
            Objects.Add(quad.gameObject);
            List <Vector2> quadV = new List <Vector2>();
            quadV.Add(q1);
            quadV.Add(q2);
            quadV.Add(q3);
            quadV.Add(q4);
            ObjectShapes.Add(MapCreatorLoader.Instance.ParkingZone.AddShape(quadV, false));

            MakeLine(p1, p2, Colors.NodeLineColor);
        }
    }