Exemple #1
0
        void SetBlueprintFromGhost(GameObject go)
        {
            go.GetComponent <BoxCollider>().isTrigger = false;
            BeyondComponent bc = go.GetComponent <BeyondComponent>();

            go.name = bc.Template.Name;
            bc.SetState(State.Blueprint);
            EffectManager.UpdateBlueprintVisuals(go);
        }
Exemple #2
0
        public static void PlaceObject(BeyondComponent bc, string name, BC_State state)
        {
            bc.gameObject.name = name;

            // if the object was not snapped to a group, create a new group
            if (bc.beyondGroup == null)
            {
                PlaceController.Instance.CreateNewBeyondGroup(bc);
            }
            // TODO : Really need to think hard about this: will the box collider as trigger really be a general case for all elements ?
            bc.gameObject.GetComponent <BoxCollider>().isTrigger = false;
            bc.gameObject.GetComponent <BoxCollider>().enabled   = true;
            //TODO: Un-hardcode this shit
            bc.gameObject.layer = 9;
            // TODO clean this once dragging is beautiful
            if (state == BC_State.Blueprint)
            {
                bc.SetState(BC_State.Blueprint);
            }
            if (state == BC_State.Ghost)
            { // When dragging, we place ghosts rather than blueprints
                bc.SetState(BC_State.Ghost);
            }
        }