Esempio n. 1
0
    public void GetReferences()
    {
        // Get MeshRenderer
        if (GetComponent <MeshRenderer>())
        {
            myMeshRender       = GetComponent <MeshRenderer>();
            myOriginalMaterial = myMeshRender.sharedMaterial;
        }
        else
        {
            // Debug.LogWarning($"Missing MeshRenderer on {gameObject.transform.name}, check Activate.cs.");
        }

        // Get PictureCamera
        if (GetComponentInChildren <PictureCamera>())
        {
            myPictureCamera = GetComponentInChildren <PictureCamera>();
        }

        // Get QuestItem
        if (GetComponent <QuestItem>())
        {
            myQuestItem = GetComponent <QuestItem>();
        }
        else
        {
            Debug.LogWarning($"Missing QuestItem on {gameObject.transform.name}, check Activate.cs.");
        }

        // Get Game Manager
        if (FindObjectOfType <GameManager>())
        {
            myGameManager = FindObjectOfType <GameManager>();
        }
        else
        {
            Debug.LogWarning($"Missing GameManager on {gameObject.transform.name}, check Activate.cs.");
        }

        if (FindObjectOfType <PaintingManager>())
        {
            myPaintingManager = FindObjectOfType <PaintingManager>();
        }

        // get AudioManager
        if (FindObjectOfType <AudioManager>())
        {
            myAudioManager = FindObjectOfType <AudioManager>();
        }
    }
Esempio n. 2
0
 private void Awake()
 {
     Instance = this;
 }
    public void GeneratePrefab()
    {
        maskObjects = new GameObject[sprites.Length];

        // Applies every sprite mesh to a new MaskObject prefab
        for (int i = 0; i < sprites.Length; i++)
        {
            // Create a new MaskObject
            maskObjects[i] = Instantiate(maskObject);
            MeshFilter meshFilter3D =
                maskObjects[i].transform.GetChild(0).GetComponent <MeshFilter>();
            MeshFilter meshFilterQuad =
                maskObjects[i].transform.GetChild(1).GetComponent <MeshFilter>();
            MeshCollider meshColliderQuad =
                maskObjects[i].transform.GetChild(1).GetComponent <MeshCollider>();

            Mesh mesh3D   = new Mesh();
            Mesh meshQuad = new Mesh();

            // Create extruded version of sprite mesh for 3D parent
            Matrix4x4[] matrix =
            {
                new Matrix4x4(
                    new Vector4(1,            0,              0, 0),
                    new Vector4(0,            1,              0, 0),
                    new Vector4(0,            0,              1, 0),
                    new Vector4(0,            0,              0,1)),

                new Matrix4x4(
                    new Vector4(1,            0,              0, 0),
                    new Vector4(0,            1,              0, 0),
                    new Vector4(0,            0,              1, 0),
                    new Vector4(0,            0, extrusionDepth, 1))
            };
            MeshExtrusion.ExtrudeMesh(Create2DMesh(sprites[i]), mesh3D, matrix, false);

            // Create 2D mesh for quad
            meshQuad = Create2DMesh(sprites[i]);

            // Apply mesh to 3D parent and quad child
            meshFilter3D.mesh   = mesh3D;
            meshFilterQuad.mesh = meshQuad;

            // Assign to the MeshCollider for tap recognition
            MeshCollider meshCollider = maskObjects[i].GetComponent <MeshCollider>();
            meshCollider.sharedMesh = mesh3D;

            // Apply sprite material to sprite quad
            string   filePath       = "SpriteMaterials/" + paintingName + "/" + sprites[i].name;
            Material spriteMaterial = Resources.Load(filePath, typeof(Material)) as Material;

            MeshRenderer quadRenderer = maskObjects[i]
                                        .transform.GetChild(1).GetComponent <MeshRenderer>();
            quadRenderer.material = spriteMaterial;

            // Recalculate normals
            mesh3D.RecalculateNormals();

            // Change names
            maskObjects[i].name = sprites[i].name;
            maskObjects[i].tag  = "MaskObject";

            // Add the PieceManager script if the current MaskObject is not a crop piece
            if (!maskObjects[i].name.Contains("[crop]"))
            {
                maskObjects[i].AddComponent <PieceManager>();
            }

            // Add an instance of the card prefab for each piece for positioning later if not a crop piece
            if (!maskObjects[i].name.Contains("[crop]"))
            {
                Vector3    centerOfMesh        = mesh3D.bounds.center;
                GameObject contextCardInstance = Instantiate(contextCard,
                                                             centerOfMesh,
                                                             maskObjects[i].transform.rotation);
                contextCardInstance.transform.parent     = maskObjects[i].transform;
                contextCardInstance.name                 = "ContextCard";
                contextCardInstance.transform.localScale = contextCardScale;
                contextCardInstance.SetActive(false);

                // Setup card manager references
                PieceManager       pieceManager       = maskObjects[i].GetComponent <PieceManager>();
                ContextCardManager contextCardManager = contextCardInstance.GetComponent <ContextCardManager>();
                pieceManager.contextCard    = contextCardInstance;
                pieceManager.contextManager = contextCardManager;

                Transform contentObject = contextCardInstance.transform
                                          .GetChild(0).GetChild(0)
                                          .GetChild(0).GetChild(0);
                contextCardManager.pieceTitle     = contentObject.GetChild(1).GetComponent <Text>();
                contextCardManager.pieceCaption   = contentObject.GetChild(2).GetComponent <Text>();
                contextCardManager.pieceParagraph = contentObject.GetChild(3).GetComponent <Text>();
            }

            string name3D   = sprites[i].name + " 3D";
            string nameQuad = sprites[i].name + " Quad";
            mesh3D.name   = name3D;
            meshQuad.name = nameQuad;
        }

        // Wrap MaskObjects in empty painting parent
        GameObject paintingEmpty = new GameObject();

        paintingEmpty.name = "Painting";
        paintingEmpty.tag  = "PaintingPrefab";
        foreach (GameObject g in maskObjects)
        {
            g.transform.parent = paintingEmpty.transform;
        }

        // Add properly sized BlackoutQuad prefab
        GameObject newBlackoutQuad =
            Instantiate(blackoutQuad,
                        new Vector3(0, 0, extrusionDepth),
                        Quaternion.identity);

        newBlackoutQuad.name             = "BlackoutQuad";
        newBlackoutQuad.tag              = "BlackoutQuad";
        newBlackoutQuad.transform.parent = paintingEmpty.transform;

        Bounds parentBounds = new Bounds(paintingEmpty.transform.position, Vector3.one);

        for (int i = 0; i < maskObjects.Length; i++)
        {
            Mesh    m      = maskObjects[i].transform.GetChild(0).GetComponent <MeshFilter>().sharedMesh;
            Vector3 bounds = m.bounds.size;
            parentBounds.Encapsulate(bounds);
        }
        newBlackoutQuad.transform.localScale = parentBounds.size;

        // Add the PaintingManager script
        paintingEmpty.AddComponent <PaintingManager>();
        PaintingManager pm = paintingEmpty.GetComponent <PaintingManager>();

        pm.bounds       = parentBounds;
        pm.paintingName = paintingName;

        // Create another empty parent for entire prefab
        GameObject rootEmpty = new GameObject();

        rootEmpty.name = paintingName;
        rootEmpty.tag  = "PaintingWrapper";

        // Create an empty parent for the UI cards
        GameObject UIEmpty = new GameObject();

        UIEmpty.name = "UICards";
        UIEmpty.tag  = "UI";

        // Attach the empties to the root
        paintingEmpty.transform.parent = rootEmpty.transform;
        UIEmpty.transform.parent       = rootEmpty.transform;

        // Add the instances of the card prefabs for positioning later
        GameObject bioCardInstance = Instantiate(bioCard,
                                                 UIEmpty.transform.position,
                                                 UIEmpty.transform.rotation);

        bioCardInstance.transform.parent     = UIEmpty.transform;
        bioCardInstance.name                 = "BioCard";
        bioCardInstance.transform.localScale = bioCardScale;
        pm.bioCard = bioCardInstance;

        GameObject controlCardInstance = Instantiate(controlCard,
                                                     UIEmpty.transform.position,
                                                     UIEmpty.transform.rotation);

        controlCardInstance.transform.parent     = UIEmpty.transform;
        controlCardInstance.name                 = "ControlCard";
        controlCardInstance.transform.localScale = controlCardScale;
        pm.controlCard = controlCardInstance;

        // Rotate the prefab
        float x = rootEmpty.transform.rotation.x;

        rootEmpty.transform.Rotate(new Vector3(x + 90, 0, 0));
    }
Esempio n. 4
0
 // Start is called before the first frame update
 void Start()
 {
     myPaintingManager = FindObjectOfType <PaintingManager>();
 }