void addConcreteV3() { var newMat = new ICE3ConcreteModel(); _materials.Materials.Add(newMat); //_materialVMs.Add(new MaterialVM(newMat, this)); MaterialNames.Add(newMat.Name); _parent.UpdateAll(); }
void addTimber() { var newMat = new ICETimber(); _materials.Materials.Add(newMat); //_materialVMs.Add(new MaterialVM(newMat, this)); MaterialNames.Add(newMat.Name); _parent.UpdateAll(); }
void addGeneric() { var newMat = new GWPGeneric(); _materials.Materials.Add(newMat); //_materialVMs.Add(new MaterialVM(newMat, this)); MaterialNames.Add(newMat.Name); _parent.UpdateAll(); }
public void AutoCreatePrefab() { GameObject go = null; Vector3 position = new Vector3(); if (IsPositiveSign) { go = GameObject.Instantiate(Resources.Load("TempArtist/Prefab/TestCopyScene"), Vector3.one, Quaternion.identity) as GameObject; if (go == null) { Debug.Log("GameObject.Instantiate TempArtist/Prefab/TestCopyScene is Wrong!!!!"); return; } } else { go = GameObject.Instantiate(Resources.Load("TempArtist/Prefab/ship5"), Vector3.one, Quaternion.identity) as GameObject; if (go == null) { Debug.Log("GameObject.Instantiate TempArtist/Prefab/ship5 is Wrong!!!!"); return; } } IsPositiveSign = !IsPositiveSign; position.x = Random.Range(Globals.Instance.MSceneManager.mMainCamera.transform.position.x + 100 * -1, Globals.Instance.MSceneManager.mMainCamera.transform.position.x + 100 * 1); position.y = Random.Range(Globals.Instance.MSceneManager.mMainCamera.transform.position.y + 100 * -1, Globals.Instance.MSceneManager.mMainCamera.transform.position.y + 100 * 1); position.z = Random.Range(Globals.Instance.MSceneManager.mMainCamera.transform.position.z + 100.0f, Globals.Instance.MSceneManager.mMainCamera.transform.position.z + 500 * 1); go.transform.position = position; // MaterialNames.Clear(); for (int idx = 0; idx < go.transform.GetChildCount(); ++idx) { // Statistics Count GameObjectCount++; GameObject child = go.transform.GetChild(idx).gameObject; MeshFilter filter = child.GetComponent <MeshFilter>() as MeshFilter; MeshRenderer renderer = child.GetComponent <MeshRenderer>() as MeshRenderer; // Stat. Mesh information if (filter) { VertexCount += filter.mesh.vertexCount; TriangleCount += filter.mesh.triangles.Length; // DrawcallCount += filter.mesh.subMeshCount; } // Stat. Renderer information if (renderer) { for (int matIdx = 0; matIdx < renderer.materials.Length; ++matIdx) { Material mat = renderer.materials[matIdx]; if (MaterialNames.Contains(mat.name)) { continue; } MaterialNames.Add(mat.name); } } } DrawcallCount += MaterialNames.Count; }