public FurniturePlacement(Plan plan, FurnitureRules fr, GameObject apartment) { this.plan = plan; furnitureRules = fr; furnitureStyle = MainConfig.Theme; this.apartment = apartment; }
void Start() { var rect = canvas.GetComponent <RectTransform>(); var big = bigMap.GetComponent <RectTransform>(); var bigTexture = bigMap.GetComponent <RawImage>(); rtBigMapBluePrint = new RenderTexture(Convert.ToInt32(rect.sizeDelta.x), Convert.ToInt32(rect.sizeDelta.y), 16, RenderTextureFormat.ARGB32); rtBigMapBluePrint.Create(); bigMap.transform.position = canvas.transform.position; big.sizeDelta = rect.sizeDelta; bigTexture.texture = rtBigMapBluePrint; camera = MiniMapCamera.GetComponent <Camera>(); rawImage = miniMap.GetComponent <RawImage>(); FolderUtils.InitFurnitureFolders(); Plan plan = JSONParser.ParsePlan(MainConfig.Plan); plan.Extrude(); SetCameraStartPosition(plan); FurnitureRules fr = JSONParser.ParseFurnitureRules(); FurniturePlacement fp = new FurniturePlacement(plan, fr, apartmentGO); fp.Process(); plan.DestroyWindowCollider(); plan.DestroyDoorCollider(); if (MainConfig.Mode == "dayMat") // dayMat or nightMat { RenderSettings.skybox = dayMat; } else { RenderSettings.skybox = nightMat; } directionalLight.intensity = 1f; // 1.f }