void Start()
 {
     foreach (GameObject prefab in prefabsToLoad)
     {
         PrefabStorage.Add(prefab);
     }
 }
        // This code is commented out because it is no longer used. It used to
        // migrate data inside of the prefab into the scene object. Now, we just
        // don't store scene objects inside of the prefab (we lose the ability to
        // save the state from play-mode, but that's okay)

        /// <summary>
        /// Attempts to migrate prefab storage into scene storage.
        /// </summary>
        private static void MigratePrefabIntoSceneStorage <T>()
            where T : fiPersistentEditorStorageItem
        {
            // Only try to do the migration once (per type)
            if (_didMigrate.Add(typeof(T)) == false)
            {
                return;
            }

            // We cannot migrate data while playing -- scene storage will not be
            // persisted
            if (Application.isPlaying)
            {
                return;
            }

            var prefabStorage = PrefabStorage.GetComponent <fiBaseStorageComponent <T> >();
            var sceneStorage  = SceneStorage.GetComponent <fiBaseStorageComponent <T> >();

            // Nothing to migrate.
            if (prefabStorage == null || prefabStorage.Data == null)
            {
                return;
            }

            // Migrate everything into scene storage
            var toRemove = new List <fiUnityObjectReference>();

            foreach (var entry in prefabStorage.Data)
            {
                if (AssetDatabase.Contains(entry.Key.Target))
                {
                    // data should stay in prefab storage, as the UnityObject
                    // target does not live in the scene
                    continue;
                }

                if (sceneStorage.Data.ContainsKey(entry.Key) == false)
                {
                    // move directly into scene storage
                    sceneStorage.Data[entry.Key] = entry.Value;
                }
                else
                {
                    // copy into scene storage
                    sceneStorage.Data[entry.Key].CopyFromAndClear(prefabStorage.Data[entry.Key]);
                }

                toRemove.Add(entry.Key);
            }
            foreach (var item in toRemove)
            {
                prefabStorage.Data.Remove(item);
            }

            fiLateBindings.EditorUtility.SetDirty(sceneStorage);
            fiLateBindings.EditorUtility.SetDirty(prefabStorage);
        }
Esempio n. 3
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    void Start()
    {
        spawnManager  = new SpawnManager();
        prefabStorage = GetComponent <PrefabStorage>();

        Road.manager               = this;
        SpawnManager.manager       = this;
        SpawnManager.prefabStorage = prefabStorage;
    }
    void CreateClone()
    {
        Destroy(clone);
        GameObject    prefab        = GameObject.Find("prefabStorage");
        PrefabStorage prefabStorage = prefab.GetComponent <PrefabStorage>();

        clone = Instantiate(prefabStorage.miniPrefabs[bulletIdentity], miniPosition.position, Quaternion.identity) as GameObject;
        clone.transform.parent = transform;
    }
Esempio n. 5
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 void Start()
 {
     prefabStorage = new PrefabStorage();
     levelBuilder  = new LevelBuilder(this);
     meshManager   = new MeshManager(levelBuilder, prefabStorage, grid);
     GameObject.Find("WaterDrop").GetComponent <PlayerController>().Builder = levelBuilder;
     meshManager.CreateRoad();
     isPlaying = true;
 }
Esempio n. 6
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    void CreateClone()
    {
        Destroy(clone);
        Debug.Log("This is object number" + VerhicleController.bulletIdentity);
        GameObject    prefab        = GameObject.Find("prefabStorage");
        PrefabStorage prefabStorage = prefab.GetComponent <PrefabStorage> ();

        clone = Instantiate(prefabStorage.miniPrefabs [bulletIdentity], miniPosition.position, Quaternion.identity) as GameObject;
        clone.transform.parent = transform;
    }
Esempio n. 7
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 void Awake()
 {
     if (Instance != null && Instance != this)
     {
         Destroy(gameObject);
     }
     else
     {
         Instance = this;
     }
 }
Esempio n. 8
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    public static GameObject CreateProjectile(string prefabid, GameObject owner)
    {
        Transform trans = owner.GetEyeTransform();
        //Vector3 forward = trans.forward;
        Vector3    pos = trans.position;
        Quaternion rot = trans.rotation;

        var projectile = PrefabStorage.Instantiate(prefabid, pos, rot);

        return(projectile);
    }
Esempio n. 9
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 public MeshManager(LevelBuilder levelBuilder, PrefabStorage prefabStorage, Grid grid)
 {
     this.levelBuilder  = levelBuilder;
     this.prefabStorage = prefabStorage;
     this.grid          = grid;
     movable            = GameObject.Find("WaterDrop");
     tiles            = new List <TubeTile>();
     nextTilePosition = new Vector3Int(0, 0, 0);
     nextRotation     = Quaternion.identity;
     progress         = 0;
     tileCount        = 0;
 }
Esempio n. 10
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    // Use this for initialization
    void OnTriggerEnter(Collider other)
    {
        GameObject    prefab        = GameObject.Find("prefabStorage");
        PrefabStorage prefabStorage = prefab.GetComponent <PrefabStorage> ();

        if (other.gameObject.tag == "Bullet")
        {
            Destroy(this.gameObject);
            Vector3 pos = new Vector3(other.transform.position.x, 7f, other.transform.position.z);
            Instantiate(prefabStorage.originalPrefabs [VerhicleController.bulletIdentity], pos, Quaternion.identity);
            Debug.Log(VerhicleController.bulletIdentity);
        }
    }
Esempio n. 11
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 /// <summary>
 /// Start is called before the first frame update
 /// </summary>
 void Start()
 {
     try
     {
         PrefabStorage str = GetComponent <PrefabStorage>();
         _emoji[0]          = str.m_verySadEmoji;
         _emoji[1]          = str.m_sadEmoji;
         _emoji[2]          = str.m_neuralEmoji;
         _emoji[3]          = str.m_moodEmoju;
         _emoji[4]          = str.m_veryMoodEmoji;
         m_emojiBoostPrefab = str.m_emojiBoostPrefab;
     }
     catch (Exception ex)
     {
         Debug.LogError("People Start Exception" + ex.Message);
     }
 }
Esempio n. 12
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 public static void Dispatch(string name, Vector3 position, Quaternion rotation)
 {
     PrefabStorage.Instantiate(name, position, rotation);
 }