Esempio n. 1
0
    IEnumerator PrintPart(GameObject shipModule)
    {
        foreach (ParticleSystem particleSystem in printParticles)
        {
            particleSystem.Play();
        }
        yield return(new WaitForSeconds(0.2f));

        newPart = Instantiate(shipModule, printPoint.position, printPoint.rotation).GetComponent <ShipModule>();
        SceneManager.instance.AddGravityBody(newPart.GetComponent <Rigidbody>());
        newPart.Dematerialize(PartPrinterData.instance.printMaterial);
        meshRenderer = newPart.GetComponent <MeshRenderer>();
        SetPartOpacity(partOpacity);
        yield return(new WaitForSeconds(PartPrinterData.instance.printTime));

        foreach (ParticleSystem particleSystem in printParticles)
        {
            particleSystem.Stop();
        }
        yield return(new WaitForSeconds(0.2f));

        newPart.Materialize();
        newPart     = null;
        partOpacity = 0f;
    }
Esempio n. 2
0
 void SnapModule()
 {
     if (Vector3.Distance(connectedModule.transform.localPosition, Vector3.zero) > 0.05f || Quaternion.Angle(connectedModule.transform.localRotation, Quaternion.identity) > 1f)
     {
         connectedModule.transform.localPosition = Vector3.Lerp(connectedModule.transform.localPosition, Vector3.zero, moduleSnapSpeed * Time.fixedDeltaTime);
         connectedModule.transform.localRotation = Quaternion.Slerp(connectedModule.transform.localRotation, Quaternion.identity, moduleSnapSpeed * Time.fixedDeltaTime);
     }
     else
     {
         if (!connectedModule.IsMaterialized())
         {
             connectedModule.transform.localPosition = Vector3.zero;
             connectedModule.transform.localRotation = Quaternion.identity;
             connectedModule.Materialize();
         }
     }
 }