Esempio n. 1
0
    Brick ConvertToBrick(BrickImportItem importedBrickItem) ///////// + seedCell.position.x //  + seedCell.position.z
    {
        Brick convertedBrick = null;

        convertedBrick = new Brick(grid, grid.cellsArray[importedBrickItem.brickPosX, importedBrickItem.brickPosZ, importedBrickItem.brickPosY], importedBrickItem.rotation, importedBrickItem.brickType, importedBrickItem.auxBrick);

        // convertedBrick.childCells = grid.GetChildren(convertedBrick);

        return(convertedBrick);
    }
Esempio n. 2
0
    Brick ConvertToBrick(BrickImportItem importedBrickItem)
    {
        Brick convertedBrick = null;

        for (int z = 0; z < workGrid.gridSize.z; z++)
        {
            for (int y = 0; y < workGrid.gridSize.y; y++)
            {
                for (int x = 0; x < workGrid.gridSize.x; x++)
                {
                    if (workGrid.cells[x, y, z].position == new Vector3Int(importedBrickItem.brickPosX, importedBrickItem.brickPosZ, importedBrickItem.brickPosY)) // swap y and z for rhino to unity!
                    {
                        convertedBrick = new Brick(workGrid.cells[x, y, z], importedBrickItem.rotation);
                    }
                }
            }
        }
        convertedBrick.childCells = workGrid.GetChildren(convertedBrick);

        return(convertedBrick);
    }
Esempio n. 3
0
    BrickImportItem[] ConvertToBrickImportItem(List <Brick> _inputBrickList)
    {
        BrickImportItem[] outputBrickImportItemArray = new BrickImportItem[_inputBrickList.Count];

        for (int i = 0; i < _inputBrickList.Count; i++)
        {
            int rotation = 0;

            if (_inputBrickList[i].rotation == Quaternion.Euler(0, 90, 0) || _inputBrickList[i].rotation == Quaternion.Euler(0, 270, 0))
            {
                rotation = 90;
            }

            outputBrickImportItemArray[i]           = new BrickImportItem();
            outputBrickImportItemArray[i].brickPosX = _inputBrickList[i].originCell.position.x;
            outputBrickImportItemArray[i].brickPosY = _inputBrickList[i].originCell.position.z;
            outputBrickImportItemArray[i].brickPosZ = _inputBrickList[i].originCell.position.y;
            outputBrickImportItemArray[i].brickType = _inputBrickList[i].brickType;
            outputBrickImportItemArray[i].auxBrick  = _inputBrickList[i].auxBrick;
            outputBrickImportItemArray[i].rotation  = rotation;
        }

        return(outputBrickImportItemArray);
    }