// Generate floor item query private void QueryFloorObjects(List <GameObject> spaceObjects) { List <LevelSolver.PlacementQuery> placementQuery = new List <LevelSolver.PlacementQuery>(); BoxCollider collider; foreach (GameObject obj in spaceObjects) { collider = obj.GetComponent <BoxCollider>(); placementQuery.Add(levelSolver.Query_OnFloor(.3f, .3f, .3f)); } LevelSolver.Instance.PlaceObjectAsync("OnFloor", placementQuery); queryWait = true; }
public void doQuery(ObjectToPlace input) { if (input.location == WhereToPut.OnFloor) { levelSolver.Query_OnFloor(input.objToPlace); } if (input.location == WhereToPut.OnWall) { levelSolver.Query_OnWall(input.objToPlace); } if (input.location == WhereToPut.OnCeiling) { levelSolver.Query_OnCeiling(input.objToPlace); } if (input.location == WhereToPut.OnEdge) { levelSolver.Query_OnEdge(input.objToPlace); } if (input.location == WhereToPut.OnFloorAndCeiling) { levelSolver.Query_OnFloorAndCeiling(input.objToPlace); } if (input.location == WhereToPut.InAirFar) { levelSolver.Query_RandomInAir_AwayFromMe(input.objToPlace); } if (input.location == WhereToPut.OnEdgeNearCenter) { levelSolver.Query_OnEdge_NearCenter(input.objToPlace); } if (input.location == WhereToPut.OnFloorFar) { levelSolver.Query_OnFloor_AwayFromMe(input.objToPlace); } if (input.location == WhereToPut.OnFloorNear) { levelSolver.Query_OnFloor_NearMe(input.objToPlace); } }