void UpdateAvailableColors(LegoBrickId selected) { if (selected) { _modelUI.UpdateColorsList(LXFMLHelper.GetColors(selected.designId), _builder.construction.GetBrick(selected.id).materialId); } }
void UnselectDragBrick() { if (draggingScenePart) { if (_validPosition) { if (_dragCellData != null) { Vector3 position = draggingScenePart.transform.position; //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION position.z -= LXFMLHelper.kBrickSize.x / 2f; _dragCellData.Brick.position = position; _builder.construction.AddBrick(_dragCellData.Brick); } else { CreateNewBrickData(); } _modelUI.UpdateColorsList(LXFMLHelper.GetColors(draggingScenePart.designId), _builder.construction.GetBrick(draggingScenePart.id).materialId); _dragCellData = null; _bricks[draggingScenePart.id].transform.parent = constructionTarget; draggingScenePart = null; _newBrickCreated = false; } else { StartCoroutine(TweenInvalidBrick(_bricks[draggingScenePart.id].transform)); draggingScenePart = null; _bricks.Remove(-1); } } }
public IEnumerator AnimateBrickScanRandom() { _numBricksToAnimate = _bricks.Count; _bricks.Sort(SortByYAscending); for (int i = 0; i < _bricks.Count; ++i) { _bricks[i].gameObject.SetLayerRecursively(8); _bricks[i].gameObject.SetActive(false); } for (int i = 0; i < _bricks.Count; ++i) { yield return(new WaitForEndOfFrame()); yield return(new WaitForEndOfFrame()); _bricks[i].gameObject.SetActive(true); LegoBrickId legoBrick = _bricks[i].GetComponent <LegoBrickId>(); BrickData bd = construction.GetBrick(legoBrick.id); int[] availColors = LXFMLHelper.GetColors(legoBrick.designId); int numIterations = Random.Range(15, 20); StartCoroutine(AnimateBrickColors(LXFMLHelper.GetColors(legoBrick.designId), bd.materialId, _bricks[i].gameObject, numIterations)); } yield return(StartCoroutine("WaitForAnimComplete")); }
void CreateNewBrickData() { BrickData brickData = new BrickData(); brickData.design = new BrickDesignData(); brickData.id = _builder.construction.GetNextBrickId(); brickData.materialId = LXFMLHelper.GetColors(draggingScenePart.designId)[0]; brickData.design.id = draggingScenePart.designId; brickData.design.width = LXFMLHelper.GetBrickWidth(draggingScenePart.designId); brickData.design.height = LXFMLHelper.GetBrickHeight(draggingScenePart.designId); brickData.design.type = LXFMLHelper.GetBrickType(draggingScenePart.designId); Vector3 position = draggingScenePart.transform.position; //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION position.z -= LXFMLHelper.kBrickSize.x / 2f; brickData.position = position; brickData.scale = Vector3.one; brickData.rotation = Quaternion.Euler(0f, -draggingScenePart.transform.rotation.eulerAngles.y, 0f); brickData.isFlipped = LXFMLHelper.IsBrickFlipped(brickData); _builder.AddBrick(_bricks[-1].transform, brickData); draggingScenePart.id = brickData.id; _bricks.Remove(-1); if (_bricks.ContainsKey(draggingScenePart.id)) { _bricks.Remove(draggingScenePart.id); } _bricks.Add(draggingScenePart.id, draggingScenePart); }
public void StartDragPart(int designId, bool reverse, Vector2 touchPos) { if (!_isTweening) { GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId)); newBrick.transform.SetParent(constructionTarget); LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>(); newOne.id = -1; Vector2 gridPos = screenPointToGridPosition((Vector3)touchPos); newOne.transform.position = new Vector3(0, gridPos.y * LXFMLHelper.kBrickSize.y, gridPos.x * LXFMLHelper.kBrickSize.x); _originalPos = new Vector3(gridPos.x * LXFMLHelper.kBrickSize.x, gridPos.y * LXFMLHelper.kBrickSize.y, 0f); float add = reverse?180:0; if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeX) { newOne.transform.localEulerAngles = new Vector3(0, 0f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveX) { newOne.transform.localEulerAngles = new Vector3(0, 180f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeZ) { newOne.transform.localEulerAngles = new Vector3(0, 90f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ) { newOne.transform.localEulerAngles = new Vector3(0, 270f + add, 0); } var renderer = newBrick.GetComponentInChildren <MeshRenderer>(); renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(LXFMLHelper.GetColors(designId)[0]); selectedPart = draggingScenePart = newOne; _cellOffset.x = reverse ? LXFMLHelper.GetBrickWidth(newOne.designId) - 1 : 0; _cellOffset.y = 0; _startDragCell.x = 0f; _startDragCell.y = 0f; _startDragPosition = Vector3.zero; _newBrickCreated = true; if (_bricks.ContainsKey(-1)) { _bricks.Remove(-1); } _bricks.Add(-1, newOne); } }
public void ReplacePart(int designId, bool reverse) { if (selectedPart != null) { bool currentReversed = !MathUtils.NearEqual(selectedPart.transform.localRotation.eulerAngles.y, LXFMLHelper.GetDefaultRotation(selectedPart.designId)); //(_construction.GetBrick(selectedPart.id)); int brickId = selectedPart.id; //Destroy old one Vector3 oldPosition = selectedPart.transform.position; _builder.DestroyBrick(selectedPart); _bricks.Remove(brickId); //Create new one BrickData brickData = new BrickData(); brickData.design = new BrickDesignData(); brickData.id = _builder.construction.GetNextBrickId(); brickData.materialId = LXFMLHelper.GetColors(designId)[0]; brickData.design.id = designId; brickData.design.width = LXFMLHelper.GetBrickWidth(designId); brickData.design.height = LXFMLHelper.GetBrickHeight(designId); brickData.design.type = LXFMLHelper.GetBrickType(designId); brickData.scale = Vector3.one; GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId)); newBrick.transform.SetParent(constructionTarget); LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>(); newOne.id = brickData.id; newOne.transform.position = oldPosition; Vector3 position = oldPosition; //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION position.z -= LXFMLHelper.kBrickSize.x / 2f; brickData.position = position; float add = reverse?180:0; if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeX) { newOne.transform.localEulerAngles = new Vector3(0, 0f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveX) { newOne.transform.localEulerAngles = new Vector3(0, 180f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeZ) { newOne.transform.localEulerAngles = new Vector3(0, 90f + add, 0); } else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ) { newOne.transform.localEulerAngles = new Vector3(0, 270f + add, 0); } //TODO : Fix Orientation stuff, it's getting messy... if (reverse) { if (!currentReversed) { float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x; if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ) { newOne.transform.Translate(0f, 0f, xOffset); } else { newOne.transform.Translate(-xOffset, 0f, 0f); } brickData.position = newOne.transform.position; } } else { if (currentReversed) { float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x; if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ) { newOne.transform.Translate(0f, 0f, xOffset); } else { newOne.transform.Translate(-xOffset, 0f, 0f); } brickData.position = newOne.transform.position; } } brickData.isFlipped = reverse; brickData.rotation = Quaternion.Euler(0f, -newOne.transform.localEulerAngles.y, 0f); var renderer = newBrick.GetComponentInChildren <MeshRenderer>(); renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(brickData.materialId); selectedPart = newOne; _bricks.Add(newOne.id, newOne); _builder.AddBrick(_bricks[newOne.id].transform, brickData); UpdateAvailableParts(selectedPart); UpdateAvailableColors(selectedPart); } }