Esempio n. 1
0
    /// <summary>
    /// Adding a polygon type of object to crystalss used for Buildings and StillElement
    /// </summary>
    /// <param name="anchors"></param>
    /// <param name="parentId"></param>
    private void AddPoly(List <Vector3> anchors, string parentId, bool debug = false)
    {
        var lines = U2D.FromPolyToLines(anchors);
        var scale = PassAnchorsGetPositionForCrystals(anchors);

        if (debug)
        {
            Debug.Log("crystal added by:" + parentId);
            UVisHelp.CreateHelpers(scale, Root.yellowCube);
        }

        for (int i = 0; i < lines.Count; i++)
        {
            CreateAndAddPolyCrystal(scale[i], lines[i], parentId, i);
        }

        SetSiblings();
    }
Esempio n. 2
0
    private void Init()
    {
        var scaledAnchors = UPoly.ScalePoly(_building.Anchors, .025f);

        _lines = U2D.FromPolyToLines(scaledAnchors);
        RemoveSpwnPointLine();
        FindPositionToSpwnDecor();

        SpawnDecorObj();
        //AddToBatchMesh();

        //SpawnHalloween();

        if (_building.HType.ToString().Contains("WoodHouse") ||
            _building.HType.ToString().Contains("BrickHouse") ||
            _building.HType.ToString().Contains("Shack"))
        {
            _randomUV = new RandomUV(_building.Geometry.gameObject, _building.HType);
        }
    }