public override string ToString() { StringBuilder sb = new StringBuilder(); AppendQcData(sb, Idx.ToString()); AppendQcData(sb, VolumeId.ToString()); AppendQcData(sb, VolumeTitle); AppendQcData(sb, VolumePublicationDate.ToString()); AppendQcData(sb, CitationId.ToString()); AppendQcData(sb, Page.ToString()); AppendQcData(sb, PhysicalPage.ToString()); AppendQcData(sb, OriginalCitation); AppendQcData(sb, Citation); AppendQcData(sb, CitationAndSource); AppendQcData(sb, Book); AppendQcData(sb, BookAuthor); AppendQcData(sb, Chapter); AppendQcData(sb, SubChapter); AppendQcData(sb, Paragraph); AppendQcData(sb, MainCategory); AppendQcData(sb, MainCategoryWeight.ToString()); return(sb.ToString()); }
public void AddMeshes() { /* * A NOTE ON COLLIDERS * THE dirt and air have colliders set to trigger. This is because we want to raycast onto them * They are also convex because you cant create a trigger collider without it being convex */ goSeg.GetComponent <MeshFilter>().sharedMesh = TopSideMesh; goSeg.transform.position = Vector3.zero; goSeg.name = "RoadSeg" + Idx.ToString(); try { _meshCollider.sharedMesh = null; //We had to put this in because the solid road is not convex if (roadMaterial != "Dirt" && roadMaterial != "Air") { _meshCollider.isTrigger = false; _meshCollider.convex = false; } _meshCollider.sharedMesh = ColliderMesh; //and then put it back in again } catch { Debug.Log("stop"); } goUnderside.GetComponent <MeshFilter>().sharedMesh = UndersideMesh; }
/// <summary> /// 선택된 총알이 변경될 때 총알의 텍스트를 변경합니다. /// </summary> private void ChangeTitle() { if (Second == null || Idx < 0) { this.Title = ""; } else { this.Title = "#" + Idx.ToString() + " " + Second; } Changed(); }
/// <summary> /// Create the section gameobject with a meshfilter and renderer. /// <para>Name the gameobject. Make the marker a parent of it.</para> Build empty fence meshes /// </summary> public void CreateGameObjects() { goSectn = new GameObject(); goSectn.transform.parent = Road.Instance.goRoad.transform; goSectn.AddComponent <MeshFilter>(); goSectn.AddComponent <MeshRenderer>(); goSectn.name = name; goSectn.layer = 13; goSectn.isStatic = true; //Road.Instance.Sectns.Add(Sectn.GetComponent<RoadSection>()); //Already added GameObject goMrkr = GameObject.Find("RoadMarker" + Idx.ToString()); if (goMrkr != null) { goMrkr.transform.SetParent(goSectn.transform); } BuildFenceColliderTriangles(); }