/// <summary> /// Returns the sprite displayed for the passed in ObjectShapes. /// </summary> /// <param name="objectShape">The ObjectShapes representing the shape of the bouncing object.</param> /// <returns>A sprite loaded from resources.</returns> public static Sprite GetObjectSprite(ObjectShapes objectShape) { Sprite retSprite = null; switch (objectShape) { case ObjectShapes.LShape: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + LSHAPE); break; case ObjectShapes.TShape: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + TSHAPE); break; case ObjectShapes.XShape: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + XSHAPE); break; case ObjectShapes.OShape: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + OSHAPE); break; case ObjectShapes.Spider: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + SPIDER); break; case ObjectShapes.Cross: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + CROSS); break; case ObjectShapes.Basketball: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + BASKETBALL); break; case ObjectShapes.Ladybug: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + LADYBUG); break; case ObjectShapes.SpiderTwo: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + SPIDERTWO); break; case ObjectShapes.Gorilla: retSprite = Resources.Load <Sprite> (IMAGE_LOCATION + GORILLA); break; } return(retSprite); }
private void CleanObjects() { foreach (var i in Objects) { Destroy(i); } foreach (var i in ObjectShapes) { MapCreatorLoader.Instance.ParkingZone.RemoveShape(i); } foreach (var i in Places) { i.GetComponent <ParkingPlace>().RemoveShapeNow(); Destroy(i); } Objects.Clear(); ObjectShapes.Clear(); Places.Clear(); }
private void ReDraw() { CleanObjects(); foreach (var i in OutNodes) { Vector2 p1 = XZ; Vector2 p2 = i.XZ; GeometryUtil.LineOptions lineOpt = new GeometryUtil.LineOptions(p1, p2); lineOpt.CalcNormScale(NormScale); Vector2 q1 = lineOpt.MakeNormalOffset(p1, -1); Vector2 q2 = lineOpt.MakeNormalOffset(p1, +1); Vector2 q4 = lineOpt.MakeNormalOffset(p2, -1); Vector2 q3 = lineOpt.MakeNormalOffset(p2, +1); CorrectWithMagnetPoints(ref q1, ref q2); i.CorrectWithMagnetPoints(ref q3, ref q4); var quad = Instantiate(quadZonePrefab); MapCreatorLoader.Instance.Attach(quad.gameObject); quad.Color = Colors.RoadColor; quad.Init(q1, q2, q4, q3); var quadRender = quad.gameObject.GetComponent <MeshRenderer>(); quadRender.sortingOrder = SortingOrder.Is(Layer.Road); Objects.Add(quad.gameObject); List <Vector2> quadV = new List <Vector2>(); quadV.Add(q1); quadV.Add(q2); quadV.Add(q3); quadV.Add(q4); ObjectShapes.Add(MapCreatorLoader.Instance.ParkingZone.AddShape(quadV, false)); MakeLine(p1, p2, Colors.NodeLineColor); } }