Esempio n. 1
0
    protected void DumpLine(LXFMLGrid grid, int row)
    {
        var s = new StringBuilder();

        s.Append("<size=22><b>");

        for (int x = 0; x < grid.Width; ++x)
        {
            var cell = grid.GetCellAt(x, row);

            if (cell.IsEmpty)
            {
                s.Append("<color=grey>[O]</color>");
            }
            else
            {
                Color32 color       = (Color32)LXFMLHelper.GetBrickColor(cell.Data.Brick.materialId);
                var     colorString = color.r.ToString("X2") + color.g.ToString("X2") + color.b.ToString("X2");

                var str = string.Format("<color=#{0}>[O]</color>", colorString);

                s.Append(str);
            }
        }

        s.Append("</b></size>");

        Debug.Log(s.ToString());
    }
Esempio n. 2
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 void UpdateAvailableColors(LegoBrickId selected)
 {
     if (selected)
     {
         _modelUI.UpdateColorsList(LXFMLHelper.GetColors(selected.designId), _builder.construction.GetBrick(selected.id).materialId);
     }
 }
Esempio n. 3
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    void UpdateAvailableParts(LegoBrickId selected)
    {
        List <int> list             = new List <int> ();
        int        selectedDesignId = -1;

        if (selected)
        {
            for (int i = 0; i < LXFMLHelper.brickSet.Length; i++)
            {
                if (LXFMLHelper.GetBrickHeight(LXFMLHelper.brickSet[i]) <= LXFMLHelper.GetBrickHeight(selected.designId) && Mathf.Max(LXFMLHelper.UpperSlots(LXFMLHelper.brickSet[i]), LXFMLHelper.LowerSlots(LXFMLHelper.brickSet[i])) <= Mathf.Max(LXFMLHelper.UpperSlots(selected.designId), LXFMLHelper.LowerSlots(selected.designId)))
                {
                    list.Add(LXFMLHelper.brickSet[i]);
                }
            }
            selectedDesignId = selected.designId;
        }
        else
        {
            for (int i = 0; i < LXFMLHelper.brickSet.Length; i++)
            {
                list.Add(LXFMLHelper.brickSet[i]);
            }
        }

        _modelUI.UpdatePartsList(list, selected != null, selectedDesignId);
    }
Esempio n. 4
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    public List <LXFMLCell> GetBrickCells(int brickId)
    {
        List <LXFMLCell> cells     = new List <LXFMLCell>();
        BrickData        brickData = _bricks[brickId];
        int     brickWidth         = LXFMLHelper.GetBrickWidth(brickData.design.id);
        int     brickHeight        = LXFMLHelper.GetBrickHeight(brickData.design.id);
        Vector2 brickOrigin        = GetBrickOrigin(brickId);

        int originX = !LXFMLHelper.IsBrickFlipped(brickData) ? (int)brickOrigin.x : (int)brickOrigin.x - brickWidth + 1;
        int originY = (int)brickOrigin.y;

//		Debug.Log ("brickId = " + brickId.ToString());
//		Debug.Log (brickOrigin);
//		Debug.Log (originX);

//		Debug.Log("***");

        for (int i = originX; i < originX + brickWidth; i++)
        {
            for (int j = originY; j < originY + brickHeight; j++)
            {
//				Debug.Log (i.ToString() + " - " + j.ToString());
                cells.Add(_grid.GetCellAt(i, j));
            }
        }
//		Debug.Log("-------------------------");
        return(cells);
    }
    public void UpdateColorsList(int[] colors, int selectedColor)
    {
        foreach (Transform tr in colorsListUI)
        {
            tr.gameObject.GetComponent <Button>().onClick.RemoveAllListeners();
            Destroy(tr.gameObject);
        }

        for (int i = 0; i < colors.Length; i++)
        {
            GameObject btn = Instantiate(colorButtonPrefab) as GameObject;
            Image      img = btn.transform.GetChild(0).GetComponent <Image> ();
            img.color = LXFMLHelper.GetBrickColor(colors[i]);
            if (img.color.r + img.color.g + img.color.b < 0.1f)
            {
                img.color += new Color(.1f, .1f, .1f, 1);
            }
            btn.name = colors[i].ToString();
            btn.transform.SetParent(colorsListUI, false);
            int matId  = colors[i];
            var button = btn.GetComponent <Button>();
            button.onClick.AddListener(() => { _modelEditor.UpdateColorPart(matId); });
            ColorBlock colorBlock = button.colors;
            colorBlock.pressedColor = LXFMLHelper.GetBrickColor(colors[i]);

            if (colors[i] == selectedColor)
            {
                button.interactable      = false;
                colorBlock.disabledColor = LXFMLHelper.GetBrickColor(colors[i]);
            }
            button.colors = colorBlock;
        }
    }
Esempio n. 6
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    public IEnumerator AnimateBrickScanRandom()
    {
        _numBricksToAnimate = _bricks.Count;
        _bricks.Sort(SortByYAscending);
        for (int i = 0; i < _bricks.Count; ++i)
        {
            _bricks[i].gameObject.SetLayerRecursively(8);
            _bricks[i].gameObject.SetActive(false);
        }

        for (int i = 0; i < _bricks.Count; ++i)
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            _bricks[i].gameObject.SetActive(true);
            LegoBrickId legoBrick     = _bricks[i].GetComponent <LegoBrickId>();
            BrickData   bd            = construction.GetBrick(legoBrick.id);
            int[]       availColors   = LXFMLHelper.GetColors(legoBrick.designId);
            int         numIterations = Random.Range(15, 20);
            StartCoroutine(AnimateBrickColors(LXFMLHelper.GetColors(legoBrick.designId), bd.materialId, _bricks[i].gameObject, numIterations));
        }
        yield return(StartCoroutine("WaitForAnimComplete"));
    }
Esempio n. 7
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 void UnselectDragBrick()
 {
     if (draggingScenePart)
     {
         if (_validPosition)
         {
             if (_dragCellData != null)
             {
                 Vector3 position = draggingScenePart.transform.position;
                 //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION
                 position.z -= LXFMLHelper.kBrickSize.x / 2f;
                 _dragCellData.Brick.position = position;
                 _builder.construction.AddBrick(_dragCellData.Brick);
             }
             else
             {
                 CreateNewBrickData();
             }
             _modelUI.UpdateColorsList(LXFMLHelper.GetColors(draggingScenePart.designId), _builder.construction.GetBrick(draggingScenePart.id).materialId);
             _dragCellData = null;
             _bricks[draggingScenePart.id].transform.parent = constructionTarget;
             draggingScenePart = null;
             _newBrickCreated  = false;
         }
         else
         {
             StartCoroutine(TweenInvalidBrick(_bricks[draggingScenePart.id].transform));
             draggingScenePart = null;
             _bricks.Remove(-1);
         }
     }
 }
Esempio n. 8
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    public void StartDragPart(int designId, bool reverse, Vector2 touchPos)
    {
        if (!_isTweening)
        {
            GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId));
            newBrick.transform.SetParent(constructionTarget);
            LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>();
            newOne.id = -1;

            Vector2 gridPos = screenPointToGridPosition((Vector3)touchPos);

            newOne.transform.position = new Vector3(0, gridPos.y * LXFMLHelper.kBrickSize.y, gridPos.x * LXFMLHelper.kBrickSize.x);

            _originalPos = new Vector3(gridPos.x * LXFMLHelper.kBrickSize.x, gridPos.y * LXFMLHelper.kBrickSize.y, 0f);

            float add = reverse?180:0;

            if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 0f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 180f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 90f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 270f + add, 0);
            }

            var renderer = newBrick.GetComponentInChildren <MeshRenderer>();
            renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(LXFMLHelper.GetColors(designId)[0]);

            selectedPart = draggingScenePart = newOne;

            _cellOffset.x      = reverse ? LXFMLHelper.GetBrickWidth(newOne.designId) - 1 : 0;
            _cellOffset.y      = 0;
            _startDragCell.x   = 0f;
            _startDragCell.y   = 0f;
            _startDragPosition = Vector3.zero;

            _newBrickCreated = true;

            if (_bricks.ContainsKey(-1))
            {
                _bricks.Remove(-1);
            }

            _bricks.Add(-1, newOne);
        }
    }
Esempio n. 9
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    void RecurseNeighbourPowerBricks(BrickData brick, List <BrickData> visited)
    {
        if (visited.Contains(brick) || !LXFMLHelper.IsPowerBrick(brick.design.id, brick.materialId))
        {
            return;
        }
        else
        {
            visited.Add(brick);
        }

        foreach (BrickData connected in brick.NeighbourBricks)
        {
            RecurseNeighbourPowerBricks(connected, visited);
        }
    }
Esempio n. 10
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    public void Render(BrickData brick)
    {
        Reset();

        if (brick.design.type == BrickType.Normal)
        {
            RenderNormal(brick);
        }
        else
        {
            RenderSlope(brick);
        }

        _fullImage.color  = LXFMLHelper.GetBrickColor(brick.materialId);
        _slopeImage.color = LXFMLHelper.GetBrickColor(brick.materialId);
    }
//	public GameObject GetDecorationForHeight(float height){
//		List<GameObject> decos = new List<GameObject>();
//		for(int i = 0 ; i < _decorations.Length ; i++){
//			LXFMLDecoration deco = _decorations[i].GetComponent<LXFMLDecoration>();
//			if(deco.height <= height ){
//				decos.Add(_decorations[i]);
//			}
//		}
//		if(decos.Count == 0)
//			return null;
//		return decos[Random.Range(0,decos.Count)];
//	}

    public List <int> GetAvailableBricksForFootprint(Vector4 footprint, int pDesignID)
    {
        List <int> availBricks = new List <int>();

        int width  = (int)(footprint.x + footprint.y) + 1;
        int height = (int)(footprint.z + footprint.w) + 1;

        foreach (KeyValuePair <int, GameObject> brick in _prefabsLookup)
        {
            int designId = brick.Key;
            if (LXFMLHelper.GetBrickHeight(designId) <= height && LXFMLHelper.GetBrickWidth(designId) <= width && designId != pDesignID && !(LXFMLHelper.IsSpecial2By1Brick(designId)) && !(LXFMLHelper.Is2By1Brick(designId) && LXFMLHelper.Is2By1Brick(pDesignID)))
            {
                availBricks.Add(brick.Key);
            }
        }

        return(availBricks);
    }
Esempio n. 12
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    void Test()
    {
        var brick = new BrickData();

        brick.design = new BrickDesignData();

        brick.id            = -1;
        brick.materialId    = 102;
        brick.design.id     = 60481;
        brick.design.width  = LXFMLHelper.GetBrickWidth(brick.design.id);
        brick.design.height = LXFMLHelper.GetBrickHeight(brick.design.id);
        brick.design.type   = LXFMLHelper.GetBrickType(brick.design.id);

        brick.position = Vector3.zero;
        brick.scale    = Vector3.one;
        brick.rotation = Quaternion.identity;

        brick.isFlipped = true;

        Render(brick);
    }
Esempio n. 13
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    void CreateNewBrickData()
    {
        BrickData brickData = new BrickData();

        brickData.design = new BrickDesignData();

        brickData.id            = _builder.construction.GetNextBrickId();
        brickData.materialId    = LXFMLHelper.GetColors(draggingScenePart.designId)[0];
        brickData.design.id     = draggingScenePart.designId;
        brickData.design.width  = LXFMLHelper.GetBrickWidth(draggingScenePart.designId);
        brickData.design.height = LXFMLHelper.GetBrickHeight(draggingScenePart.designId);
        brickData.design.type   = LXFMLHelper.GetBrickType(draggingScenePart.designId);

        Vector3 position = draggingScenePart.transform.position;

        //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION
        position.z -= LXFMLHelper.kBrickSize.x / 2f;

        brickData.position = position;
        brickData.scale    = Vector3.one;
        brickData.rotation = Quaternion.Euler(0f, -draggingScenePart.transform.rotation.eulerAngles.y, 0f);

        brickData.isFlipped = LXFMLHelper.IsBrickFlipped(brickData);

        _builder.AddBrick(_bricks[-1].transform, brickData);

        draggingScenePart.id = brickData.id;



        _bricks.Remove(-1);

        if (_bricks.ContainsKey(draggingScenePart.id))
        {
            _bricks.Remove(draggingScenePart.id);
        }

        _bricks.Add(draggingScenePart.id, draggingScenePart);
    }
Esempio n. 14
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    public bool CellHasUpperStudConnection(LXFMLCell cell, int brickId)
    {
        bool      hasStud     = true;
        BrickData brickData   = _bricks[brickId];
        int       brickHeight = LXFMLHelper.GetBrickHeight(brickData.design.id);
        Vector2   brickOrigin = GetBrickOrigin(brickId);

        if (brickHeight == 1)
        {
            if (LXFMLHelper.IsSlopeDown(brickData.design.id))
            {
                if (!MathUtils.NearEqual(brickOrigin, cell.Coordinates))
                {
                    hasStud = false;
                }
            }
        }
        else
        {
            float upperY = cell.Coordinates.y + brickHeight - 1;
            if (!MathUtils.NearEqual(upperY, cell.Coordinates.y))
            {
                hasStud = false;
            }
            else
            {
                if (LXFMLHelper.IsSlopeDown(brickData.design.id))
                {
                    if (!MathUtils.NearEqual(cell.Coordinates.x, cell.Coordinates.x))
                    {
                        hasStud = false;
                    }
                }
            }
        }

        return(hasStud);
    }
    public void UpdatePartsList(List <int> list, bool showRemove, int selectedDesignId)
    {
        removeBrickButton.interactable = showRemove;

        foreach (Transform tr in partsListUI)
        {
            Destroy(tr.gameObject);
        }

        for (int i = 0; i < list.Count; i++)
        {
            if (list[i] != selectedDesignId)
            {
                GameObject btn = Instantiate(partButtonPrefab) as GameObject;
                Image      img = btn.transform.GetChild(0).GetComponent <Image> ();
                btn.name   = list [i].ToString();
                img.sprite = Resources.Load <Sprite> ("BrickTextures/" + list [i].ToString());
                BrickPartDragHandler dragHandler = btn.GetComponent <BrickPartDragHandler>();
                dragHandler.designId     = list[i];
                dragHandler.reversedPart = false;
                btn.transform.SetParent(partsListUI, false);
            }

            if (LXFMLHelper.IsSlope(list[i]) || LXFMLHelper.IsCurved(list[i]))
            {
                GameObject btn_reverse = Instantiate(partButtonPrefab) as GameObject;
                Image      img_reverse = btn_reverse.transform.GetChild(0).GetComponent <Image> ();
                btn_reverse.name   = list [i].ToString() + "_reverse";
                img_reverse.sprite = Resources.Load <Sprite> ("BrickTextures/" + list [i].ToString());
                img_reverse.transform.localScale = new Vector3(-1, 1, 1);
                BrickPartDragHandler dragHandler_reverse = btn_reverse.GetComponent <BrickPartDragHandler>();
                dragHandler_reverse.reversedPart = true;
                dragHandler_reverse.designId     = list[i];
                btn_reverse.transform.SetParent(partsListUI, false);
            }
        }
    }
Esempio n. 16
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    void TestValidPosition(Vector2 gridPos)
    {
        int width  = LXFMLHelper.GetBrickWidth(draggingScenePart.designId);
        int heigth = LXFMLHelper.GetBrickHeight(draggingScenePart.designId);

        int xStartTest = Mathf.RoundToInt(gridPos.x - _cellOffset.x);
        int xEndTest   = Mathf.RoundToInt(gridPos.x - _cellOffset.x + width);

        int yStartTest = Mathf.RoundToInt(gridPos.y - _cellOffset.y);
        int yEndTest   = Mathf.RoundToInt(gridPos.y - _cellOffset.y + heigth);

        _validPosition = true;

        //TEST GRID LIMITS
        if (xStartTest < 0 || xEndTest > LXFMLHelper.kGridSize || yStartTest < 0 || yEndTest > LXFMLHelper.kGridSize)
        {
            _validPosition = false;
        }

        //TEST OCCUPIED CELLS
        if (_validPosition)
        {
            for (int i = xStartTest; i < xEndTest; i++)
            {
                for (int j = yStartTest; j < yEndTest; j++)
                {
                    LXFMLCell cell = _builder.construction.Grid.GetCellAt(i, j);
                    if (cell != null && cell.Data != null)
                    {
                        _validPosition = false;
                        break;
                    }
                }
            }
        }

        //TEST FLOATING BRICK
        if (_validPosition)
        {
            int numContacts = 0;
            for (int i = xStartTest; i < xEndTest; i++)
            {
                LXFMLCell cellBottom = _builder.construction.Grid.GetCellAt(i, yStartTest - 1);
                if (cellBottom != null && cellBottom.Data != null)
                {
                    if (cellBottom.Data.Brick.design.type == BrickType.Normal || cellBottom.Data.Brick.design.type == BrickType.SlopeUp || cellBottom.Data.Brick.design.type == BrickType.CurveIn)
                    {
                        numContacts++;
                    }
                    else
                    {
                        if (cellBottom.Data.IsOrigin)
                        {
                            numContacts++;
                        }
                        else
                        {
                            if (i == _builder.construction.GetBrickOrigin(cellBottom.Data.Brick.id).x)
                            {
                                numContacts++;
                            }
                        }
                    }
                }
                LXFMLCell cellTop = _builder.construction.Grid.GetCellAt(i, yEndTest);

                if (cellTop != null && cellTop.Data != null)
                {
                    if (cellTop.Data.Brick.design.type == BrickType.Normal || cellTop.Data.Brick.design.type == BrickType.SlopeDown || cellTop.Data.Brick.design.type == BrickType.CurveOut)
                    {
                        numContacts++;
                    }
                    else
                    {
                        if (cellTop.Data.IsOrigin)
                        {
                            numContacts++;
                        }
                    }
                }
            }
            _validPosition = numContacts != 0;
        }
    }
Esempio n. 17
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    private void SetWall(string containerName, List <BrickData> edgeBricks, WallPosition position)
    {
        //Create transform to hold the bricks
        var container = new GameObject(containerName).transform;

        container.localScale = new Vector3(1f, 1f, 1f);

        List <LXFMLCell> cellsForDeco = new List <LXFMLCell>();

        //FILTER ALL EDGE BRICKS TO RETRIEVE ELIGIBLE CELLS FOR DECO HOOK ON LOWER PART
        for (int i = 0; i < edgeBricks.Count - 1; i++)
        {
            Vector2 brickOrigin = construction.GetBrickOrigin(edgeBricks[i].id);

            if (LXFMLHelper.IsBrickFlipped(edgeBricks[i]))
            {
                for (int j = (int)brickOrigin.x - LXFMLHelper.GetBrickWidth(edgeBricks[i].design.id) + 1; j < (int)brickOrigin.x; j++)
                {
//					Debug.Log (j);
                    if (!LXFMLHelper.IsSlopeUp(edgeBricks[i].design.id) || j == (int)brickOrigin.x)
                    {
                        cellsForDeco.Add(construction.Grid.GetCellAt((float)j, brickOrigin.y));
                    }
                }
            }
            else
            {
                for (int j = (int)brickOrigin.x; j < (int)brickOrigin.x + LXFMLHelper.GetBrickWidth(edgeBricks[i].design.id); j++)
                {
//					Debug.Log (j);
                    if (!LXFMLHelper.IsSlopeUp(edgeBricks[i].design.id) || j == (int)brickOrigin.x)
                    {
                        cellsForDeco.Add(construction.Grid.GetCellAt((float)j, brickOrigin.y));
                    }
                }
            }
        }

        //FOR EACH ELIGIBLE CELL, FIND BOTTOM CELLS TO EXCLUDE FROM EXTRUSION

        Dictionary <LXFMLCell, List <LXFMLCell> > bricksToRemove       = new Dictionary <LXFMLCell, List <LXFMLCell> >();
        Dictionary <LXFMLCell, List <int> >       availableDecoHeights = new Dictionary <LXFMLCell, List <int> >();

        for (int i = 0; i < cellsForDeco.Count; i++)
        {
//			Debug.Log ("Testing " + cellsForDeco[i].Coordinates.ToString());
            int indexX = (int)cellsForDeco[i].Coordinates.x;
            int indexY = (int)cellsForDeco[i].Coordinates.y;

            bricksToRemove.Add(cellsForDeco[i], new List <LXFMLCell>());
            availableDecoHeights.Add(cellsForDeco[i], new List <int>());

            //if cell is first row, discard
            if (indexY == 0)
            {
                break;
            }

            //Stop lookup at index 1 or maxSize
            int endIndex = indexY - _decoMaxHeight < 0 ? 0 : indexY - _decoMaxHeight;

            int j = indexY - 1;

            for (j = indexY - 1; j >= endIndex; j--)
            {
                LXFMLCell cell = construction.Grid.GetCellAt(indexX, j);
                bricksToRemove[cellsForDeco[i]].Add(cell);
            }

            for (j = 0; j < bricksToRemove[cellsForDeco[i]].Count; j++)
            {
                LXFMLCell currentCell = bricksToRemove[cellsForDeco[i]][j];
                if (j > _decoMinHeight - 1)
                {
                    //DISCARD IF CELL HAS NO STUD TO HOOK THE DECO
                    if (currentCell.Data != null && currentCell.Data.Brick != null && edgeBricks.Contains(currentCell.Data.Brick))
                    {
                        BrickData currentBrick = currentCell.Data.Brick;
                        int       h            = LXFMLHelper.GetBrickHeight(currentBrick.design.id);
                        if (construction.CellHasUpperStudConnection(currentCell, currentBrick.id))
                        {
                            availableDecoHeights[cellsForDeco[i]].Add(j);
                        }
                    }
                }
            }
        }

        Dictionary <int, int> xIndexComparer = new Dictionary <int, int>();

        //RETRIEVE LEFT/RIGHT MOST AVAILABLE CELL FOR DECO
        foreach (KeyValuePair <LXFMLCell, List <int> > kvp in availableDecoHeights)
        {
            if (kvp.Value.Count == 0)
            {
                bricksToRemove.Remove(kvp.Key);
            }
            else
            {
                if (kvp.Key.Data != null && kvp.Key.Data.Brick != null)
                {
                    int id = kvp.Key.Data.Brick.id;
                    if (!xIndexComparer.ContainsKey(id))
                    {
                        if (position == WallPosition.Left)
                        {
                            xIndexComparer.Add(id, int.MaxValue);
                        }
                        else
                        {
                            xIndexComparer.Add(id, int.MinValue);
                        }
                    }
                    int minY = -1;
                    if (position == WallPosition.Left)
                    {
                        minY = Mathf.Min(xIndexComparer[id], (int)kvp.Key.Coordinates.x);
                    }
                    else
                    {
                        minY = Mathf.Max(xIndexComparer[id], (int)kvp.Key.Coordinates.x);
                    }
                    xIndexComparer[id] = minY;

                    for (int k = 0; k < kvp.Value.Count; k++)
                    {
                        Debug.Log("Cell " + kvp.Key.Coordinates.ToString() + " can have " + kvp.Value[k].ToString() + " height deco");
                    }
                }
            }
        }

        Dictionary <LXFMLCell, List <LXFMLCell> > toKeep = new Dictionary <LXFMLCell, List <LXFMLCell> >();

        //TRIM CELLS WHEN NOT LEFTMOST OF BRICK
        foreach (KeyValuePair <LXFMLCell, List <LXFMLCell> > kvp in bricksToRemove)
        {
            if (kvp.Key.Data != null && kvp.Key.Data.Brick != null)
            {
                int comparer = kvp.Key.Data.Brick.id;
                foreach (KeyValuePair <int, int> xIndices in xIndexComparer)
                {
                    if (comparer == xIndices.Key)
                    {
                        if (xIndices.Value == (int)kvp.Key.Coordinates.x)
                        {
                            toKeep.Add(kvp.Key, kvp.Value);
                        }
                    }
                }
            }
        }


        //PICK BEST MATCH FOR DECO
        if (toKeep.Count > 0)
        {
            Debug.Log("Deco avail " + toKeep.Count.ToString());
            //ONLY SUPPORT 1 DECO PER WALL, NEED TO SUPPORT MORE H & V
            int midIndex;
            if (toKeep.Count == 1)
            {
                midIndex = 0;
            }
            else
            {
                midIndex = Mathf.RoundToInt((float)toKeep.Count / 2f) - 1;
            }

            int brickId = 0;

            LXFMLCell cellForDeco = null;

            int index = 0;

            foreach (KeyValuePair <LXFMLCell, List <LXFMLCell> > kvp in toKeep)
            {
                if (index == midIndex)
                {
                    brickId     = kvp.Key.Data.Brick.id;
                    cellForDeco = kvp.Key;
                }
                index++;
            }

            if (cellForDeco != null)
            {
                GameObject deco = ConstructionController.Instance.resourcesProvider.GetDecorationForHeight(availableDecoHeights[cellForDeco], LXFMLDecoration.DecoPosition.Wall);

                if (deco != null)
                {
                    var decoWidth  = deco.GetComponent <LXFMLDecoration>().width;
                    var decoHeight = deco.GetComponent <LXFMLDecoration>().height;
                    int start      = ((_extrusionSize - (int)decoWidth) / 2);
                    int end        = start + (int)decoWidth - 1;

                    for (int i = 0; i < edgeBricks.Count; i++)
                    {
                        float     posZ    = +LXFMLHelper.kBrickSize.x;
                        Transform brickT  = _bricksLookup[edgeBricks[i].id];
                        Vector2   gridPos = construction.GetBrickOrigin(edgeBricks[i].id);
                        for (int j = 0; j < _extrusionSize; j++)
                        {
                            if ((j < start || j > end) || (gridPos.y >= cellForDeco.Coordinates.y || gridPos.y < cellForDeco.Coordinates.y - (decoHeight)))
                            {
                                GameObject copy = Instantiate(brickT.gameObject);
                                copy.transform.localPosition = brickT.localPosition;
                                copy.transform.localRotation = brickT.localRotation;
                                copy.transform.SetParent(container, false);
                                copy.transform.Translate(0f, 0f, posZ, Space.World);
                                extrudedBricksBySize[j].Add(copy);
                            }
                            posZ += LXFMLHelper.kBrickSize.x;
                        }
                    }
                    //construction starting position
                    Vector3 pivotPoint  = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
                    int     offsetIndex = int.MaxValue;

                    for (int i = 0; i < _bricks.Count; i++)
                    {
                        pivotPoint.x = Mathf.Min(pivotPoint.x, _bricks[i].localPosition.x);
                        pivotPoint.y = Mathf.Min(pivotPoint.y, _bricks[i].localPosition.y);
                        pivotPoint.z = Mathf.Min(pivotPoint.z, _bricks[i].localPosition.z);
                        offsetIndex  = Mathf.Min(offsetIndex, (int)_bricks[i].GetComponent <LegoBrickId>().coords.x);
                    }


                    GameObject decoInstance = Instantiate(deco);
                    decoInstance.transform.SetParent(container);

                    var pos = pivotPoint;
                    pos.x += ((cellForDeco.Coordinates.x - (float)offsetIndex) * LXFMLHelper.kBrickSize.x);
                    pos.y += (cellForDeco.Coordinates.y * LXFMLHelper.kBrickSize.y) - (decoHeight * LXFMLHelper.kBrickSize.y);
                    pos.z  = position == WallPosition.Right ? ((float)start + 1f) * LXFMLHelper.kBrickSize.x : ((float)start + decoWidth) * LXFMLHelper.kBrickSize.x;
                    pos.z += pivotPoint.z;


                    decoInstance.transform.localPosition = pos;
                    float rotY = position == WallPosition.Left ? 90f : 270f;
                    decoInstance.transform.Rotate(Vector3.up, rotY);

                    buildingDecorations.Add(decoInstance);
                }
                else
                {
                    ExtrudeNoDeco(edgeBricks, container);
                }
            }
        }
        else
        {
            ExtrudeNoDeco(edgeBricks, container);
        }
        container.SetParent(transform, false);
    }
Esempio n. 18
0
    public static LXFMLConstruction ParseConstruction(string lxfmlData, ConstructionType pType)
    {
        var construction = GetConstructionByType(pType);

        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(lxfmlData);

        XmlNodeList nodes = xmlDoc.SelectNodes("LXFML/Bricks/Brick/Part");
        BrickData   brick;

        float minX = float.MaxValue;
        float minY = float.MaxValue;

        List <BrickData> list_tmp = new List <BrickData>();

        foreach (XmlElement node in nodes)
        {
            brick        = new BrickData();
            brick.design = new BrickDesignData();

            brick.id            = int.Parse(node.GetAttribute(kTokenBrickId));
            brick.materialId    = int.Parse(node.GetAttribute(kTokenMaterials).Split(',')[0]);
            brick.design.id     = int.Parse(node.GetAttribute(kTokenDesign));
            brick.design.width  = LXFMLHelper.GetBrickWidth(brick.design.id);
            brick.design.height = LXFMLHelper.GetBrickHeight(brick.design.id);
            brick.design.type   = LXFMLHelper.GetBrickType(brick.design.id);

            Matrix4x4 matrix = LXFMLHelper.GetBrickMatrix((node.FirstChild as XmlElement).GetAttribute(kTokenBrickMatrix));
            brick.position = LXFMLHelper.GetBrickPosition(matrix);

            minX = Mathf.Min(minX, brick.position.x);
            minY = Mathf.Min(minY, brick.position.y);

            brick.scale    = LXFMLHelper.GetBrickScale(matrix);
            brick.rotation = LXFMLHelper.GetBrickRotation(matrix);

            brick.isFlipped = LXFMLHelper.IsBrickFlipped(brick);

            list_tmp.Add(brick);
        }

        if (minX > 0)
        {
            minX = 0;
        }

        if (minY > 0)
        {
            minY = 0;
        }

        //Offset position
        foreach (BrickData b in list_tmp)
        {
//			try
//			{
            var pos = b.position;
            pos.x     -= minX;
            pos.y     -= minY;
            b.position = pos;
            construction.AddBrick(b);
//			}
//			catch(Exception e)
//			{
//				UnityEngine.Debug.LogError(b.position + " " + minX + " " + minY);
//			}
        }

        return(construction);
    }
Esempio n. 19
0
    void AddLasers(List <BrickData> bricksList, int direction)
    {
        for (int i = 0; i < bricksList.Count; i++)
        {
            if (LXFMLHelper.IsPowerBrick(bricksList[i].design.id, bricksList[i].materialId))
            {
                //Check upper and lower bricks
                int     numUpperSlots = LXFMLHelper.UpperSlots(bricksList[i].design.id);
                int     numLowerSlots = LXFMLHelper.LowerSlots(bricksList[i].design.id);
                Vector2 brickOrigin   = GetBrickOrigin(bricksList[i].id);

                int inc            = 0;
                int j              = Mathf.RoundToInt(brickOrigin.x);
                int numUpperBricks = 0;


                while (inc < numUpperSlots)
                {
                    LXFMLCell upperCell = _grid.GetCellAt(j, (int)brickOrigin.y + bricksList[i].design.height);
                    if (upperCell != null && !upperCell.IsEmpty)
                    {
                        if (upperCell.Data.Brick.design.type == BrickType.Normal || upperCell.Data.Brick.design.type == BrickType.SlopeDown || upperCell.Data.Brick.design.type == BrickType.CurveOut)
                        {
                            numUpperBricks++;
                        }
                        else
                        {
                            if (upperCell.Data.IsOrigin)
                            {
                                numUpperBricks++;
                            }
                        }
                    }
                    j += bricksList[i].Orientation;
                    inc++;
                }

                inc = 0;
                j   = Mathf.RoundToInt(brickOrigin.x);
                int numLowerBricks = 0;

                while (inc < numLowerSlots)
                {
                    LXFMLCell lowerCell = _grid.GetCellAt(j, (int)brickOrigin.y - 1);
                    if (lowerCell != null && !lowerCell.IsEmpty)
                    {
                        if (lowerCell.Data.Brick.design.type == BrickType.Normal || lowerCell.Data.Brick.design.type == BrickType.SlopeUp || lowerCell.Data.Brick.design.type == BrickType.CurveIn)
                        {
                            numLowerBricks++;
                        }
                        else
                        {
                            if (lowerCell.Data.IsOrigin)
                            {
                                numLowerBricks++;
                            }
                            else
                            {
                                if (j == GetBrickOrigin(lowerCell.Data.Brick.id).x)
                                {
                                    numLowerBricks++;
                                }
                            }
                        }
                    }
                    j += bricksList[i].Orientation;
                    inc++;
                }

                if (numLowerBricks == numLowerSlots && numUpperBricks == numUpperSlots)
                {
                    CreateLaser(bricksList[i], direction);
                }
            }
        }
    }
Esempio n. 20
0
    private void SetConnectedBricks(BrickData brick, Vector2 brickOrigin)
    {
        int numUpperSlots = LXFMLHelper.UpperSlots(brick.design.id);
        int numLowerSlots = LXFMLHelper.LowerSlots(brick.design.id);

        int inc = 0;
        int i   = Mathf.RoundToInt(brickOrigin.x);


        while (inc < numUpperSlots)
        {
            LXFMLCell upperCell = _grid.GetCellAt(i, (int)brickOrigin.y + brick.design.height);
            if (upperCell != null && !upperCell.IsEmpty)
            {
                if (upperCell.Data.Brick.design.type == BrickType.Normal || upperCell.Data.Brick.design.type == BrickType.SlopeDown || upperCell.Data.Brick.design.type == BrickType.CurveOut)
                {
                    ConnectBricks(brick, upperCell.Data.Brick);
                }
                else
                {
                    if (upperCell.Data.IsOrigin)
                    {
                        ConnectBricks(brick, upperCell.Data.Brick);
                    }
                }
            }
            i += brick.Orientation;
            inc++;
        }

        inc = 0;
        i   = Mathf.RoundToInt(brickOrigin.x);

        while (inc < numLowerSlots)
        {
            LXFMLCell lowerCell = _grid.GetCellAt(i, (int)brickOrigin.y - 1);
            if (lowerCell != null && !lowerCell.IsEmpty)
            {
                if (lowerCell.Data.Brick.design.type == BrickType.Normal || lowerCell.Data.Brick.design.type == BrickType.SlopeUp || lowerCell.Data.Brick.design.type == BrickType.CurveIn)
                {
                    ConnectBricks(brick, lowerCell.Data.Brick);
                }
                else
                {
                    if (lowerCell.Data.IsOrigin)
                    {
                        ConnectBricks(brick, lowerCell.Data.Brick);
                    }
                    else
                    {
                        if (i == GetBrickOrigin(lowerCell.Data.Brick.id).x)
                        {
                            ConnectBricks(brick, lowerCell.Data.Brick);
                        }
                    }
                }
            }
            i += brick.Orientation;
            inc++;
        }

        var leftCell  = _grid.GetCellAt(brickOrigin.x - 1f, brickOrigin.y);
        var rightCell = _grid.GetCellAt(brickOrigin.x + brick.design.width, brickOrigin.y);

        if (brick.Orientation < 0)
        {
            leftCell  = _grid.GetCellAt(brickOrigin.x - brick.design.width, brickOrigin.y);
            rightCell = _grid.GetCellAt(brickOrigin.x + 1, brickOrigin.y);
        }

        if (leftCell != null && !leftCell.IsEmpty)
        {
            brick.NeighbourBricks.Add(leftCell.Data.Brick);
            leftCell.Data.Brick.NeighbourBricks.Add(brick);
        }

        if (rightCell != null && !rightCell.IsEmpty)
        {
            brick.NeighbourBricks.Add(rightCell.Data.Brick);
            rightCell.Data.Brick.NeighbourBricks.Add(brick);
        }
    }
Esempio n. 21
0
    public void ReplacePart(int designId, bool reverse)
    {
        if (selectedPart != null)
        {
            bool currentReversed = !MathUtils.NearEqual(selectedPart.transform.localRotation.eulerAngles.y, LXFMLHelper.GetDefaultRotation(selectedPart.designId));            //(_construction.GetBrick(selectedPart.id));

            int brickId = selectedPart.id;

            //Destroy old one
            Vector3 oldPosition = selectedPart.transform.position;
            _builder.DestroyBrick(selectedPart);
            _bricks.Remove(brickId);


            //Create new one
            BrickData brickData = new BrickData();

            brickData.design = new BrickDesignData();

            brickData.id            = _builder.construction.GetNextBrickId();
            brickData.materialId    = LXFMLHelper.GetColors(designId)[0];
            brickData.design.id     = designId;
            brickData.design.width  = LXFMLHelper.GetBrickWidth(designId);
            brickData.design.height = LXFMLHelper.GetBrickHeight(designId);
            brickData.design.type   = LXFMLHelper.GetBrickType(designId);

            brickData.scale = Vector3.one;

            GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId));
            newBrick.transform.SetParent(constructionTarget);
            LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>();
            newOne.id = brickData.id;

            newOne.transform.position = oldPosition;

            Vector3 position = oldPosition;
            //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION
            position.z -= LXFMLHelper.kBrickSize.x / 2f;

            brickData.position = position;

            float add = reverse?180:0;

            if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 0f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 180f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 90f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 270f + add, 0);
            }


            //TODO : Fix Orientation stuff, it's getting messy...
            if (reverse)
            {
                if (!currentReversed)
                {
                    float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x;
                    if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
                    {
                        newOne.transform.Translate(0f, 0f, xOffset);
                    }
                    else
                    {
                        newOne.transform.Translate(-xOffset, 0f, 0f);
                    }
                    brickData.position = newOne.transform.position;
                }
            }
            else
            {
                if (currentReversed)
                {
                    float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x;
                    if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
                    {
                        newOne.transform.Translate(0f, 0f, xOffset);
                    }
                    else
                    {
                        newOne.transform.Translate(-xOffset, 0f, 0f);
                    }
                    brickData.position = newOne.transform.position;
                }
            }

            brickData.isFlipped = reverse;
            brickData.rotation  = Quaternion.Euler(0f, -newOne.transform.localEulerAngles.y, 0f);

            var renderer = newBrick.GetComponentInChildren <MeshRenderer>();
            renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(brickData.materialId);
            selectedPart            = newOne;

            _bricks.Add(newOne.id, newOne);

            _builder.AddBrick(_bricks[newOne.id].transform, brickData);

            UpdateAvailableParts(selectedPart);
            UpdateAvailableColors(selectedPart);
        }
    }