Esempio n. 1
0
    public void LoadFavList(List <int> fav)
    {
        folderLevel = FolderLevel.CustomList;
        nodeItems.Clear();
        AllNodeStrings.Clear();

        foreach (int i in fav)
        {
            nodeItems.Add(TODV2.GetItemByID(i));
            AllNodeStrings.Add(i.ToString() + ".prefab");
        }
        ResetCurrentPage();
        BuildNodes();
    }
Esempio n. 2
0
    private void ReplacePH()
    {
        foreach (GameObject ph in placeholders)
        {
            DioramaObject dio = ph.GetComponent <DioramaObject>();
            BundleItem    t   = TODV2.GetItemByID(dio.todID);

            string path = t.TopFolder.ToString() + @"\";
            path += t.BundleName + @"\" + (t.FolderPath.Replace(",", @"\")) + @"\";
            path += t.prefabName.Replace(".prefab", "");
            path += " Rigged";
            GameObject next = GameObject.Instantiate(Resources.Load(path, typeof(GameObject)), ph.transform.position, ph.transform.rotation, ph.transform.parent) as GameObject;
            ph.SetActive(false);
        }
    }
Esempio n. 3
0
    public void IControlUpdate()
    {
        manager.modeStringEnum = GameManager.ModeString.View_Mode;

        if (control.LB() && softSelected)
        {
            ignore.Add(softSelected);
        }

        if (control.RB())
        {
            if (softSelected)
            {
                PickupSelected();
                WorldBuilderMain.ChoosePlaceMode();
            }
            return;
        }

        if (control.RHY() != 0)
        {
            Vector3 pos = manager.pointerGroup.localPosition;
            pos.y -= control.RHY() * Time.deltaTime / 4f;
            pos.z += control.RHY() * Time.deltaTime / 4f;
            manager.pointerGroup.localPosition = pos;
        }


        if (control.RB2())
        {
            if (softSelected)
            {
                if (TODV2.GetItemByID(softSelected.GetComponent <DioramaObject>().todID).hasAnimation)
                {
                    PickupSelected();
                    PoserMode.Instance().SetupMode();
                    return;
                }

                IWorldEvent iwe = softSelected.GetComponent <IWorldEvent>();
                if (iwe != null)
                {
                    iwe.StartEvent(WorldBuilderMain.Instance());
                    return;
                }
            }
        }
    }
Esempio n. 4
0
    public void LoadZoneList()
    {
        folderLevel = FolderLevel.CustomList;
        nodeItems.Clear();
        AllNodeStrings.Clear();
        nodeItems.Add(TODV2.GetItemByID(14803));
        AllNodeStrings.Add("New Zone.zone");
        foreach (Zone z in WorldBuilderMain.currentWorld.zones)
        {
            nodeItems.Add(TODV2.GetItemByID(14803));
            string s = z.zoneId + ":" + ((z.name == null || z.name.Length == 0) ? @"<No Name>" : z.name) + ".zone";
            AllNodeStrings.Add(s);
        }

        ResetCurrentPage();
        BuildNodes();
    }
Esempio n. 5
0
    IEnumerator RebuildGo(DioramaObjectSaver dos, Transform transform, bool addCollider = true)
    {
        GameObject go = null;

        if (dos.todID >= 0)
        {
            BundleItem t = TODV2.GetItemByID(dos.todID);

            string path = t.TopFolder.ToString() + @"\";
            path += t.BundleName + @"\" + (t.FolderPath.Replace(",", @"\")) + @"\";
            path += t.prefabName.Replace(".prefab", "");

            if (t.loadFromResources)
            {
                go = GameObject.Instantiate(Resources.Load(path, typeof(GameObject))) as GameObject;
            }
            else
            {
                try
                {
                    AssetBundle ab = AssetBundleManager.GetAssetBundle(t.BundleName).assetBundle;
                    go = Instantiate(ab.LoadAsset(t.PrefabName, typeof(GameObject))) as GameObject;
                    Common.ReassignTextures(go, t.HasLight);
                }
                catch (Exception e)
                {
                    Debug.Log(t.prefabName + " ID: " + t.id + " failed to load -- " + e.StackTrace);
                }
            }
            Common.ReassignTextures(go, t.HasLight);

            go.name                    = "Object";
            go.transform.parent        = transform;
            go.transform.localPosition = dos.savedPos;
            go.transform.localRotation = dos.savedRot;
            go.transform.localScale    = dos.savedScale;


            DioramaObject newDio = go.AddComponent <DioramaObject>();
            newDio.todID      = dos.todID;
            newDio.savedPos   = dos.savedPos;
            newDio.savedRot   = dos.savedRot;
            newDio.savedScale = dos.savedScale;

            newDio.gridScale = t.gridScale;
            newDio.layer     = dos.layer == 0 ? 1 : dos.layer;

            Common.DestroyAll(go);

            CheckAnimation(go);
            List <CharPose> pose     = dos.savedCharPose;
            Transform[]     allTrans = go.GetComponentsInChildren <Transform>();
            for (int i = 0; i < allTrans.Count(); i++)
            {
                CharPose next = pose[i];
                allTrans[i].localPosition = next.savedPos;
                allTrans[i].localRotation = next.savedRot;
            }

            TextMeshPro tmp = go.GetComponentInChildren <TextMeshPro>();
            if (tmp)
            {
                tmp.text = dos.text;
            }

            if (go.tag == "Untagged")
            {
                go.tag = "TableObject";
            }

            //IEventScale ies = go.GetComponentInChildren<IEventScale>();
            //if (ies != null)
            //{
            //    go.transform.localScale = Vector3.one;
            //    for (int i = 0; i < dos.savedScale.x; i++)
            //    {
            //        ies.ScaleUp();
            //    }
            //}
        }
        yield return(null);
    }