/// clone block to create skelton it
    private void CloneSkeltonBlock()
    {
        Vector3 originBlockPos = GetControllingBlockObj().transform.position;
        Vector3 cloneBlockPos  = ExpectDropPos(originBlockPos);

        // instantiate
        showDropPosBlock = Instantiate(
            GetControllingBlockObj(),
            cloneBlockPos,
            GetControllingBlockObj().transform.rotation
            ) as GameObject;
        showDropPosBlock.name = "block(expected-drop-pos)";

        // delete components
        Destroy(showDropPosBlock.GetComponent <Rigidbody>());
        Destroy(showDropPosBlock.GetComponent <BoxCollider>());
        foreach (Transform cube in showDropPosBlock.transform)
        {
            Destroy(cube.gameObject.GetComponent <BoxCollider>());
        }
        Destroy(showDropPosBlock.GetComponent <BlockController>());
        Destroy(showDropPosBlock.GetComponent <ExpectDropPosViewer>());

        // set skelton cubes
        Color    alpha    = new Color(1f, 1f, 1f, 0.5f);
        Material material = showDropPosBlock.gameObject.GetComponent <Renderer>().material;

        StandardShader.SetBlendMode(material, BlendMode.Fade);
        material.color = alpha;
        foreach (Transform cube in showDropPosBlock.transform)
        {
            Material childMaterial = cube.gameObject.GetComponent <Renderer>().material;
            StandardShader.SetBlendMode(childMaterial, BlendMode.Fade);
            childMaterial.color = alpha;
        }
    }
Exemple #2
0
        static Repository()
        {
            // Here come the different textures
            Texture leatherTexture = new Texture()
            {
                Id = 1, TextureName = "Leather", TextureDesc = "This Leather makes you look rich&stuff", ImagePath = "models/strap.png", TexturePrice = 12.22m
            };
            Texture chromeTexture = new Texture()
            {
                Id = 2, TextureName = "Chrome", TextureDesc = "Feel the Gekko", ImagePath = "models/chrome.png", TexturePrice = 15.22m
            };
            Texture ApolloTexture = new Texture()
            {
                Id = 3, TextureName = "Apollo Dial", TextureDesc = "Wanna be the most badass person? try this then!", ImagePath = "models/watchFrontTexture.png", TexturePrice = 33.4m
            };
            Texture clockHandleTexture = new Texture()
            {
                Id = 4, TextureName = "Solid Handle", TextureDesc = "You are just cruel at this point :D", ImagePath = "", TexturePrice = 120.22m
            };
            Texture MetalicTexture = new Texture()
            {
                Id = 5, TextureName = "Metalic", TextureDesc = "Smooth life", ImagePath = "Image/something", TexturePrice = 50.22m
            };
            Texture GoldTexture = new Texture()
            {
                Id = 6, TextureName = "Gold", TextureDesc = "If you are into that Pimpin' lifestyle", ImagePath = "Image/something", TexturePrice = 250.22m
            };
            Texture empty = new Texture()
            {
                Id = 0, TextureName = "", TextureDesc = "", ImagePath = "", TexturePrice = 0m
            };

            // Here come the different shaders

            StandardShader LeatherShader = new StandardShader()
            {
                Id = 1, Metalness = 0m, NormalMapIntensity = 0.1m, NormalMapPath = "models/strap.png", Roughness = 1m, EnvMapIntensity = 1
            };
            StandardShader ChromeShader = new StandardShader()
            {
                Id = 1, Metalness = 1m, NormalMapIntensity = 0.01m, NormalMapPath = "models/chrome.png", Roughness = 0.15m, EnvMapIntensity = 2
            };
            StandardShader ApolloShader = new StandardShader()
            {
                Id = 1, Metalness = 0m, NormalMapIntensity = 0m, NormalMapPath = "", Roughness = 0.5m, EnvMapIntensity = 1
            };
            StandardShader clockHandleShader = new StandardShader()
            {
                Id = 1, Metalness = 1m, NormalMapIntensity = 0m, NormalMapPath = "", Roughness = 0m, EnvMapIntensity = 1
            };
            StandardShader emptyShader = new StandardShader()
            {
                Id = 1, Metalness = 0m, NormalMapIntensity = 0m, NormalMapPath = "", Roughness = 0m, EnvMapIntensity = 1
            };

            // Here come the different TextMaps (If any cause I am not sure ask Robi :D)
            TextMap baseText = new TextMap()
            {
                Id = 1, ImagePath = "Image/something"
            };

            // Create the different Watch Components

            /*
             * back
             * base
             * ring
             * glass
             * background
             * pointers
             * sleeves
             * thingy
             */

            WatchPart Pattern = new WatchPart()
            {
                Id = 1, Name = "Apollo", TextureMap = ApolloTexture, Shader = ApolloShader, TextMap = baseText, TypeId = 0, ModelPath = "models/Parts/Backgrounds/Apollo.gltf"
            };
            WatchPart BackSide = new WatchPart()
            {
                Id = 2, Name = "Chrome Back part", TextureMap = chromeTexture, Shader = ChromeShader, TextMap = baseText, TypeId = 1, ModelPath = "models/Parts/BackSides/DefaultBack.gltf"
            };
            WatchPart BaseComponent = new WatchPart()
            {
                Id = 3, Name = "Chrome Base", TextureMap = chromeTexture, Shader = ChromeShader, TypeId = 2, ModelPath = "models/Parts/Bases/DefaultBase.gltf"
            };
            WatchPart Decoration = new WatchPart()
            {
                Id = 4, Name = "Chrome Decorations", TextureMap = chromeTexture, Shader = ChromeShader, TextMap = baseText, TypeId = 3, ModelPath = "models/Parts/Decorations/DefaultDecoration.gltf"
            };
            WatchPart Pointers = new WatchPart()
            {
                Id = 5, Name = "Silver Pointer", TextureMap = clockHandleTexture, Shader = clockHandleShader, TypeId = 4, ModelPath = "models/Parts/Pointers/DefaultPointer.gltf"
            };
            WatchPart Sleeves = new WatchPart()
            {
                Id = 6, Name = "Sleeves", TextureMap = leatherTexture, Shader = LeatherShader, TypeId = 5, ModelPath = "models/Parts/Sleeves/DefaultSleeve.gltf"
            };
            WatchPart Glass = new WatchPart()
            {
                Id = 7, Name = "Glass", TextureMap = empty, Shader = emptyShader, TypeId = 6, ModelPath = "models/Parts/Glasses/DefaultGlass.gltf"
            };
            WatchPart Ring = new WatchPart()
            {
                Id = 8, Name = "Chrome Ring", TextureMap = chromeTexture, Shader = ChromeShader, TypeId = 7, ModelPath = "models/Parts/Rings/DefaultRing.gltf"
            };



            // Build up the watches here  ----> Dont forget to populate the Watches list with your newly added watch at the bottom!
            //Watch SimpleWatch = new Watch() { Id = 1, Name = "Apollo", Description = "This is a basic model you can configure it to your liking", WatchImagePath = "Apollo.png", ModelPath="models/Watch.gltf",  Price = 100.50m };
            //SimpleWatch.AddComponent(Pattern);
            //SimpleWatch.AddComponent(BackSide);
            //SimpleWatch.AddComponent(BaseComponent);
            //SimpleWatch.AddComponent(Decoration);
            //SimpleWatch.AddComponent(Pointers);
            //SimpleWatch.AddComponent(Sleeves);
            //SimpleWatch.AddComponent(Glass);
            //SimpleWatch.AddComponent(Ring);

            //// Build up the watches here  ----> Dont forget to populate the Watches list with your newly added watch at the bottom!

            //Watch JunoWatch = new Watch() { Id = 2, Name = "Juno", Description = "Exciting Views, Fresh look, and has a deeper meaning by visualizing the flow of time.", WatchImagePath = "Juno.png", ModelPath = "Models/somethibg", Price = 100.50m };
            //JunoWatch.AddComponent(Pattern);
            //JunoWatch.AddComponent(BackSide);
            //JunoWatch.AddComponent(BaseComponent);
            //JunoWatch.AddComponent(Decoration);
            //JunoWatch.AddComponent(Pointers);
            //JunoWatch.AddComponent(Sleeves);
            //JunoWatch.AddComponent(Glass);
            //JunoWatch.AddComponent(Ring);
            //// Build up the watches here  ----> Dont forget to populate the Watches list with your newly added watch at the bottom!
            //Watch MercuryWatch = new Watch() { Id = 3, Name = "Mercury", Description = "A bald statemnt. That is how I would describe this watch.", WatchImagePath = "Mercury.png", ModelPath = "Models/somethibg", Price = 100.50m };
            //MercuryWatch.AddComponent(Pattern);
            //MercuryWatch.AddComponent(BackSide);
            //MercuryWatch.AddComponent(BaseComponent);
            //MercuryWatch.AddComponent(Decoration);
            //MercuryWatch.AddComponent(Pointers);
            //MercuryWatch.AddComponent(Sleeves);
            //MercuryWatch.AddComponent(Glass);
            //MercuryWatch.AddComponent(Ring);



            //// Create a User
            //AppUser Adamka = new AppUser() { Id = "sdfghjklélkjhgfd", UserName = "******", Email = "*****@*****.**", City = "Pomáz", Address = "Ond utca 9", ZipCode = 2013, CreditCard = "You wish;)" };

            //// Create an Invoice and add the order item to it ----> Dont forget to populate the Invoices list with your newly added invoice at the bottom!
            //Invoice AdamkaInvoice = new Invoice() { InvoiceId = 1, OrderDate = DateTime.Now, User = Adamka };
            //AdamkaInvoice.AddOrderItem(SimpleWatch, 2);


            //// Place them into the Watches List so we can access them in the code :)
            //Watches.Add(SimpleWatch);
            //Watches.Add(JunoWatch);
            //Watches.Add(MercuryWatch);

            //// Place the invoices into the list so we can access them through the program :)
            //invoices.Add(AdamkaInvoice);
        }