public void Initialize(Color diffuseColor, float roughness, float metalness, Texture2D albedoMap = null, Texture2D normalMap = null, Texture2D roughnessMap = null, Texture2D metallicMap = null, Texture2D mask = null, Texture2D displacementMap = null, MaterialTypes type = MaterialTypes.Basic, float emissiveStrength = 0) { DiffuseColor = diffuseColor.ToVector3(); Roughness = roughness; Metallic = metalness; AlbedoMap = albedoMap; NormalMap = normalMap; RoughnessMap = roughnessMap; MetallicMap = metallicMap; DisplacementMap = displacementMap; Mask = mask; Type = type; if (emissiveStrength > 0) { //Type = MaterialTypes.Emissive; EmissiveStrength = emissiveStrength; } }
public DrawTool() { canDraw = true; drawStr = HexSize.normal; multCellRadius = 0; scroll = 0; currMode = DrawMode.Height; currType = MaterialTypes.Grass; currTypeInt = 0; buttonGet = GameObject.Find("Tile Height Button"); heightButton = buttonGet.GetComponent <Button>(); heightButton.onClick.AddListener(HeightButtonTask); buttonGet = GameObject.Find("Tile Type Button"); typeButton = buttonGet.GetComponent <Button>(); typeButton.onClick.AddListener(TypeButtonTask); //Everytime a material type is added to the enum, update this. tileTypeMax = 2; //int of last enum in MaterialTypes }
public List <BuildingMaterial> GetMaterial(MaterialTypes materialType) { List <BuildingMaterial> temp = new List <BuildingMaterial>(); foreach (var item in CurrentCubes) { if (item.Value.CurrentUpgradeType == CubeUpgradeTypes.StoreHouse) { // Check store house for material StoreHouse store = (StoreHouse)item.Value.CurrentUpgrade; for (int i = 0; i < store.StoredResources.Count; i++) { for (int x = 0; x < store.StoredResources[i].Count; x++) { if (store.StoredResources[i][x].MaterialType == materialType) { temp.Add(store.StoredResources[i][x]); } } } } } return(temp); }
public override bool Equals(object obj) { if (!(obj is BaseMaterial target)) { return(false); } if (Modifier != target.Modifier) { return(false); } if (MaterialName != target.MaterialName) { return(false); } if (!MaterialTypes.SequenceEqual(target.MaterialTypes)) { return(false); } return(true); }
public void SpawnHole(RaycastHit hit) { Vector3 pos = hit.point + hit.normal * 0.01f; Quaternion rot = Quaternion.FromToRotation(Vector3.up, hit.normal); int i = 0; GameObject newHole; MaterialTypes mat = MaterialTypes.UNKNOWN; switch (hit.transform.tag) { case "Wood": mat = MaterialTypes.WOOD; break; default: mat = MaterialTypes.UNKNOWN; break; } switch (mat) { case MaterialTypes.METAL: i = Random.Range(0, metalHoles.Count); newHole = ObjectPool.pool.GetObjectForType(metalHoles[i].name, false); newHole.transform.position = pos; newHole.transform.rotation = rot; break; case MaterialTypes.STONE: i = Random.Range(0, stoneHoles.Count); newHole = ObjectPool.pool.GetObjectForType(stoneHoles[i].name, false); newHole.transform.position = pos; newHole.transform.rotation = rot; break; case MaterialTypes.WOOD: i = Random.Range(0, woodHoles.Count); newHole = ObjectPool.pool.GetObjectForType(woodHoles[i].name, false); newHole.transform.position = pos; newHole.transform.rotation = rot; break; default: i = Random.Range(0, holes.Count); newHole = ObjectPool.pool.GetObjectForType(holes[i].name, false); newHole.transform.position = pos; newHole.transform.rotation = rot; break; } newHole.transform.parent = transform; activeHoles.Add(newHole); }
/// <summary> /// Set the MaterialType /// </summary> public void setMaterialType(MaterialTypes _MaterialTypes) { SelectedMaterialType = _MaterialTypes; }
/// <summary> /// Sets TAS Material Type /// </summary> /// <param name="Material">Material</param> /// <param name="MaterialTypes">Material Type</param> /// <returns name="Material">Material</returns> /// <search> /// TAS, Material, material, Type, type, SetType, settype, Set Type, set type /// </search> public static Material SetType(Material Material, MaterialTypes MaterialTypes) { Material.pMaterial.type = (int)MaterialTypes; return(Material); }
public frmMaterialShow(MaterialTypes type, bool available) { InitializeComponent(); _type = type; _isAvailable = available; }
public IDictionary <string, string> GetMaterialProperties(MaterialTypes materialType, Guid materialId) { var dictionary = new Dictionary <string, string>(); var holder = Resolver.Resolve <IRisa3DMetadataHolder>(); GridCodes gridCode = GridCodes.NONE; switch (materialType) { case MaterialTypes.HOT_ROLLED_STEEL_MATL: gridCode = GridCodes.HRSTL_GRID_NUMBER; break; case MaterialTypes.COLD_FORMED_STEEL_MATL: gridCode = GridCodes.CFSTL_GRID_NUMBER; break; case MaterialTypes.ALUMINUM_MATL: gridCode = GridCodes.AL_MATL_GRID_NUMBER; break; case MaterialTypes.CONCRETE_MATL: gridCode = GridCodes.CONC_MATL_GRID_NUMBER; break; case MaterialTypes.NDS_WOOD_MATL: gridCode = GridCodes.WOOD_PROP_GRID_NUMBER; break; case MaterialTypes.STAINLESS_STEEL_MATL: gridCode = GridCodes.SS_GRID_NUMBER; break; case MaterialTypes.GENERAL_MATL: gridCode = GridCodes.MATL_GRID_NUMBER; break; } var propertyInfoHolders = holder.GetGridProperty(Risa3DTypeKind.SpreadsheetModel, gridCode); foreach (var propertyInfo in propertyInfoHolders) { if (propertyInfo.ColumnIndex >= 0) { var name = (propertyInfo.GetAttribute(typeof(PropertyTitleAttribute)) as PropertyTitleAttribute)?.Title; if (propertyInfo.Name == "Label") { name = "Material"; } var units = string.Empty; if (propertyInfo.HasAttribute(typeof(UnitLabelAttribute))) { units = (propertyInfo.GetAttribute(typeof(UnitLabelAttribute)) as UnitLabelAttribute)?.TitleSuffix; } else if (propertyInfo.HasAttribute(typeof(CompositeUnitLabelAttribute))) { units = (propertyInfo.GetAttribute(typeof(CompositeUnitLabelAttribute)) as CompositeUnitLabelAttribute)?.TitleSuffix; } if (!string.IsNullOrEmpty(units)) { units = $" ({units})"; } var value = " "; // DetailReportService.GetMaterialValues(materialId, gridCode, propertyInfo.ColumnIndex); dictionary.Add($"{name}{units}:", value); } } return(dictionary); }
public MaterialTypes Get(Int64 ixMaterialType) { MaterialTypes materialtypes = _context.MaterialTypes.AsNoTracking().Where(x => x.ixMaterialType == ixMaterialType).First(); return(materialtypes); }
/// <summary> /// 캐시에서 가격 가져오기 /// </summary> /// <param name="materialType"></param> /// <returns></returns> private decimal GetMaterailByCache(MaterialTypes materialType) { string key = "MaterialTypes/" + materialType.ToString(); return(cache.GetCache(key)); }
/// <summary> /// 캐시에 가격 기록 /// </summary> /// <param name="materialType"></param> /// <param name="val"></param> private void SetMaterailCache(MaterialTypes materialType, decimal val) { string key = "MaterialTypes/" + materialType.ToString(); cache.Set(key, val); }
public MaterialEffect(Effect cloneSource) : base(cloneSource) { #if FORWARDONLY Type = MaterialTypes.ForwardShaded; #endif }
/// <summary> /// Set the default material generator for a material type. /// </summary> /// <param name="type">Material type to set.</param> /// <param name="generator">Generator function to use on this material.</param> static public void SetDefaultMaterialGenerator(MaterialTypes type, MaterialGenerator generator) { generators[(int)type] = generator; }
public Armour(ArmorClasses armorClass, WornPosition worn, string name, ItemTypes type, MaterialTypes material, int weight, List <Effect> effects) : base(name, type, material, weight, effects) { ArmourClass = armorClass; WornPosition = worn; }
/// <summary> /// Method for load figures from xml file and parsing by XmlWriter /// </summary> /// <param name="filename"></param> public void ReadFiguresByXmlReader(string filename) { XmlReader reader = XmlReader.Create(filename); while (reader.Read()) { if (reader.Name == "figure") { XmlDocument document = new XmlDocument(); document.LoadXml(reader.ReadOuterXml()); XmlNode node = document.SelectSingleNode("figure"); XmlNode figureTypeNode = node.SelectSingleNode("figuretype"); XmlNode colorNode = node.SelectSingleNode("color"); XmlNode materialNode = node.SelectSingleNode("material"); Colors color = (Colors)Enum.Parse(typeof(Colors), colorNode.InnerText); MaterialTypes materialType = (MaterialTypes)Enum.Parse(typeof(MaterialTypes), materialNode.InnerText); Material material = new Material(materialType); if (figureTypeNode.InnerText == "Square") { XmlNode squareSideNode = node.SelectSingleNode("a"); double squareSide = Convert.ToDouble(squareSideNode.InnerText); Square square = new Square(material, squareSide); if (materialType == MaterialTypes.Paper) { square.Material.Paint(color); } figures.Add(square); } if (figureTypeNode.InnerText == "Circle") { XmlNode circleRadiusNode = node.SelectSingleNode("radius"); double circleRadius = Convert.ToDouble(circleRadiusNode.InnerText); Circle circle = new Circle(material, circleRadius); if (materialType == MaterialTypes.Paper) { circle.Material.Paint(color); } figures.Add(circle); } if (figureTypeNode.InnerText == "Triangle") { XmlNode triangleSideNode = node.SelectSingleNode("a"); XmlNode triangleHeightNode = node.SelectSingleNode("height"); double triangleSide = Convert.ToDouble(triangleSideNode.InnerText); Triangle triangle = new Triangle(material, triangleSide); if (material.MaterialType == MaterialTypes.Paper) { triangle.Material.Paint(color); } figures.Add(triangle); } } } }
public MaterialItem Get(MaterialTypes materialType) { return(service.GetByType(materialType)); }
protected MaterialBase(MaterialTypes type) { m_type = type; }
public Shield(ArmorClasses armorClass, string name, ItemTypes type, MaterialTypes material, int weight, List <Effect> effects) : base(name, type, material, weight, effects) { }
void OnGUI() { //To fix the crapy static stuff and missing Start void :/ if (firstStart == false) { firstStart = true; importSettingsFromExistingManager(); if (SelectedObject != null) { importSettingsFromSelectedGameObject(); } } //To keep everything updated! NoneGUIElementsUpdate(); if (OverWriteDisableWindow == false) // If this value = true there is something wrong! { if (ShowAdvancedInfo == true) { if (GUILayout.Button("Hide advanced options/info")) { ShowAdvancedInfo = false;; hideManagerGameObject(); } } else { if (GUILayout.Button("Show advanced options/info")) { ShowAdvancedInfo = true; showManagerGameObject(); } } if (textureLogo == null) { textureLogo = (Texture2D)EditorGUIUtility.Load("Assets/RealisticPhysics/RealisticWaterPhysics/Resources/icon0.png"); } EditorGUILayout.BeginHorizontal(); GUILayout.FlexibleSpace(); GUILayout.Label(textureLogo); GUILayout.FlexibleSpace(); EditorGUILayout.EndHorizontal(); toolbarInt = GUILayout.Toolbar(toolbarInt, toolbarStrings); EditorGUILayout.BeginHorizontal(); scrollPos = EditorGUILayout.BeginScrollView(scrollPos, GUILayout.Width(450), GUILayout.Height(300)); } EditorGUILayout.HelpBox("Waring log: " + lastErrorLog, MessageType.Info, true); //Desplay the last error log, warning! if (OverWriteDisableWindow == false) // If this value = true there is something wrong! { EditorGUILayout.Space(); if (showSetupOptions == true) { EditorGUILayout.Space(); EditorGUILayout.LabelField("Water settings:"); selectedOceanLiquidsMaterial = (LiquidsMaterialList)EditorGUILayout.EnumPopup("Water Classification:", selectedOceanLiquidsMaterial); if (ShowAdvancedInfo) { EditorGUILayout.LabelField("Density of the water:" + CalculatedWaterDensity); } EditorGUILayout.Space(); if (waterObject != null) { waterLevel = waterObject.transform.position.y; } if (currentUseCeto == false && currentUseDW == false && currentUseAquas == false && currentUsePlayWayWater == false) { if (waterObject == null) { waterLevel = EditorGUILayout.FloatField("Water Level:", waterLevel); } if (ShowAdvancedInfo) { if (waterObject == null) { EditorGUILayout.LabelField("Or"); } if (waterObject = EditorGUILayout.ObjectField("Water GameObject: ", waterObject, typeof(GameObject), true) as GameObject) { waterLevel = waterObject.transform.position.y; EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(""); EditorGUILayout.LabelField("Water level: " + waterLevel.ToString()); EditorGUILayout.EndHorizontal(); } EditorGUILayout.LabelField("Or"); useExternalWaterLevel = EditorGUILayout.Toggle("Use external water level", useExternalWaterLevel); // Allows you to make something yourself ;) } } EditorGUILayout.Space(); EditorGUILayout.LabelField("Air settings:"); useAirDensity = EditorGUILayout.Toggle("Use air density", useAirDensity); if (useAirDensity == true) { maxAirLevel = EditorGUILayout.FloatField("Max air Level:", maxAirLevel); if (ShowAdvancedInfo) { selectedAirGasesMaterial = (GasesMaterialList)EditorGUILayout.EnumPopup("Air type: ", selectedAirGasesMaterial); airDensity = PhysicsMaterialsList.getGasesMaterialValue(selectedAirGasesMaterial); EditorGUILayout.LabelField("Density of the air:" + CalculatedAirDensity); // work in progress! } } EditorGUILayout.Space(); EditorGUILayout.LabelField("Support settings:"); //Again for support #if CETO currentUseCeto = EditorGUILayout.Toggle("Enable Ceto support", currentUseCeto); #endif #if DW currentUseDW = EditorGUILayout.Toggle("Enable Dynamic Water support", currentUseDW); #endif #if AQUAS currentUseAquas = EditorGUILayout.Toggle("Enable Aquas support", currentUseAquas); #endif //Aquas needs a water level to work with, so leave that at them, just let the users select the aqaus water object if (currentUseAquas == true) { if (AquaswaterObject = EditorGUILayout.ObjectField("AQUAS water object: ", AquaswaterObject, typeof(GameObject), true) as GameObject) { waterLevel = AquaswaterObject.transform.position.y; } if (AquaswaterObject != null) { waterLevel = AquaswaterObject.transform.position.y; } EditorGUILayout.BeginHorizontal(); EditorGUILayout.LabelField(""); EditorGUILayout.LabelField("Water level: " + waterLevel.ToString()); EditorGUILayout.EndHorizontal(); EditorGUILayout.Space(); } #if PW currentUsePlayWayWater = EditorGUILayout.Toggle("Enable PlayWay Water support", currentUsePlayWayWater); #endif EditorGUILayout.Space(); EditorGUILayout.LabelField("Read the Manual for more info."); //get some room! EditorGUILayout.Space(); EditorGUILayout.Space(); EditorGUILayout.Space(); } if (showGameobjectSetupOptions == true) { if (selectionGameObjects.Count > 0) { EditorGUILayout.LabelField("All Gameobjects below will get the same settings!"); SelectedObject = selectionGameObjects[0]; for (int i = 0; i < selectionGameObjects.Count; i++) { selectionGameObjects[i] = EditorGUILayout.ObjectField("GameObject " + i.ToString() + ": ", selectionGameObjects[i], typeof(GameObject), true) as GameObject; } } else { EditorGUILayout.LabelField("Select a gameOject in the Hierarchy"); SelectedObject = null; } if (SelectedObject != null) { //Check if there is a mesh filter else report it to the user and clear the selection! if (SelectedObject.GetComponent <MeshFilter>() == true && SelectedObject.GetComponent <MeshFilter>() != null) { lastErrorLog = ""; if (didImport == false) { importSettingsFromSelectedGameObject(); OldSelectedObject = SelectedObject; didImport = true; } else if (OldSelectedObject != SelectedObject) { didImport = false; } } else { //So there is no Mesh filter on this object! //We can still use it we just got to use somthing else for volume... collider? if (SelectedObject.GetComponent <Collider>() == true) { lastErrorLog = "Can't find MeshFilter, using collider!"; if (didImport == false) { importSettingsFromSelectedGameObject(); OldSelectedObject = SelectedObject; didImport = true; } else if (OldSelectedObject != SelectedObject) { didImport = false; } } else { //Also no collider.... lastErrorLog = "There is no MeshFilter or Collider on this object!"; } } EditorGUILayout.Space(); if (ShowAdvancedInfo == true) { EditorGUILayout.LabelField("Gameobject settings:"); slicesPerAxis = EditorGUILayout.IntField("Slices Per Axis", slicesPerAxis); if (slicesPerAxis < 1) { slicesPerAxis = 1; } else if (slicesPerAxis > 8) { slicesPerAxis = 8; } isConcave = EditorGUILayout.Toggle("GameObject is concave", isConcave); // has its issues! voxelsLimit = EditorGUILayout.IntField("Voxels limit", voxelsLimit); if (slicesPerAxis < 1) { slicesPerAxis = 1; } else if (slicesPerAxis > 64) { slicesPerAxis = 64; } } else { selectedFloatingQuality = (FloatingQuality)EditorGUILayout.EnumPopup("Floating Quality:", selectedFloatingQuality); if (selectedFloatingQuality == FloatingQuality.ExtremeLow) { slicesPerAxis = 1; voxelsLimit = 2; } if (selectedFloatingQuality == FloatingQuality.Low) { slicesPerAxis = 2; voxelsLimit = 4; } if (selectedFloatingQuality == FloatingQuality.Medium) { slicesPerAxis = 4; voxelsLimit = 8; } if (selectedFloatingQuality == FloatingQuality.High) { slicesPerAxis = 6; voxelsLimit = 12; } if (selectedFloatingQuality == FloatingQuality.ExtremeHigh) { slicesPerAxis = 8; voxelsLimit = 16; } } if (ShowAdvancedInfo == true) { SelectedMaterialType = (MaterialTypes)EditorGUILayout.EnumPopup("Material type:", SelectedMaterialType); } else { //Back to basic solids only! SelectedMaterialType = MaterialTypes.Solid; } if (SelectedMaterialType == MaterialTypes.Solid) { selectedSolidsMaterial = (SolidsMaterialList)EditorGUILayout.EnumPopup("Solid Material:", selectedSolidsMaterial); } else if (SelectedMaterialType == MaterialTypes.Liquids) { selectedLiquidsMaterial = (LiquidsMaterialList)EditorGUILayout.EnumPopup("Liquid Material:", selectedLiquidsMaterial); } else { selectedGasesMaterial = (GasesMaterialList)EditorGUILayout.EnumPopup("Gas Material:", selectedGasesMaterial); } percentageSolid = EditorGUILayout.IntField("Percentage Solid:", percentageSolid); if (percentageSolid < 0) { percentageSolid = 0; } else if (percentageSolid > 100) { percentageSolid = 100; } EditorGUILayout.Space(); if (GUILayout.Button("Calculate test results")) { calculateResults(); //Update the results. } if (DidTest == true) { if (ShowAdvancedInfo) { testResultsString = "Test result of the object:" + System.Environment.NewLine + System.Environment.NewLine + "Calculated mass: " + CalculatedMass + System.Environment.NewLine + "Calculated volume: " + CalculatedVolume + System.Environment.NewLine + "Calculated density: " + CalculatedDensity + System.Environment.NewLine + "Float in water: " + ((CalculatedWillFloatInWater == true) ? "Yes" : "No").ToString() + System.Environment.NewLine + "Float in Air: " + ((CalculatedWillFloatInAir == true) ? "Yes" : "No").ToString(); } else { //Will it float or not?! testResultsString = "Test result of the object:" + System.Environment.NewLine + System.Environment.NewLine + "Float in water: " + ((CalculatedWillFloatInWater == true) ? "Yes" : "No").ToString() + System.Environment.NewLine + "Float in Air: " + ((CalculatedWillFloatInAir == true) ? "Yes" : "No").ToString(); } } else { testResultsString = "No test results yet!"; } EditorGUILayout.HelpBox(testResultsString, MessageType.Info, true); //Button if (SelectedObject != null) { if (SelectedObject.GetComponent <RealisticBuoyancy>()) { if (GUILayout.Button("Update gameobject script")) { if (selectionGameObjects != null && selectionGameObjects.Count > 0) { foreach (var Selectedgameobject in selectionGameObjects) { createObjectScript(Selectedgameobject); } } else { createObjectScript(SelectedObject); // Update the script on the selected object. } } } else { if (GUILayout.Button("Create gameobject script")) { if (selectionGameObjects != null && selectionGameObjects.Count > 0) { foreach (var Selectedgameobject in selectionGameObjects) { createObjectScript(Selectedgameobject); } } else { createObjectScript(SelectedObject); // Update the script on the selected object. } } } } else //double check to make sure there is indeed a gamobject selected! { if (GUILayout.Button("First select a gameobject.")) { //Still show the button but its does nothing :P } } } EditorGUILayout.Space(); if (SelectedObject != null) { if (ScriptSavedAfterTest == true) { stateInfo = "Changes have been saved!"; } else { stateInfo = "Changes have NOT been saved!"; } EditorGUILayout.HelpBox(stateInfo, MessageType.Info, true); } } EditorGUILayout.EndScrollView(); EditorGUILayout.EndHorizontal(); } }
public Jewellry(JewellryTypes jewellryType, string name, ItemTypes type, MaterialTypes material, int weight, List <Effect> effects) : base(name, type, material, weight, effects) { JewellryType = jewellryType; }
public Weapon(int damage, WeaponTypes weaponType, Handedness handed, DamageTypes damageType, string name, ItemTypes type, MaterialTypes material, int weight, List <Effect> effects) : base(name, type, material, weight, effects) { DamageAmount = damage; WeaponType = weaponType; Handed = handed; DamageType = damageType; }