public void displayPart(int value) { resetParts(); updateListToChasis(); typeNumber = value; if (value == 1) { //Engine int i = 0; while (i < tmp_po.Count && i < vehicle.spawnerList.Count) { PropulsionObject propul = Instantiate(tmp_po [i], vehicle.spawnerList [i].transform.position, vehicle.spawnerList [i].transform.rotation) as PropulsionObject; propul.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); propul.transform.SetParent(vehicle.spawnerList [i].transform); vehicle.spawnerList [i].GetComponent <CarBuilderSelectorBox> ().obj = propul.gameObject; vehicle.spawnerList [i].GetComponent <CarBuilderSelectorBox> ().enableCollider(); tmpSpawnedObj.Add(propul.gameObject); i++; } } else if (value == 2) { //Wheels int i = 0; while (i < glm.wheel.Count && i < vehicle.spawnerList.Count) { GameObject wheel = Instantiate(glm.wheel [i], vehicle.spawnerList [i].transform.position, vehicle.spawnerList [i].transform.rotation); tmpSpawnedObj.Add(wheel); vehicle.spawnerList [i].GetComponent <CarBuilderSelectorBox> ().enableCollider(); wheel.transform.SetParent(vehicle.spawnerList [i].transform); vehicle.spawnerList [i].GetComponent <CarBuilderSelectorBox> ().obj = wheel.gameObject; // wheel.transform.position = Vector3.zero; print(wheel.transform.localPosition); i++; } } else if (value == 0) { } }
public void cancelChanges() { //Cancel Car Destroy(vehicle.vb.gameObject); VehicleBody go = Instantiate(glm.vehicleBody[body_orig_id], vehicle.vb.transform.position, vehicle.vb.transform.rotation) as VehicleBody; go.transform.SetParent(vehicle.GetComponentInChildren <VehicleBody>().transform); vehicle.vb = go; //Cancel Propulsion Changes Destroy(vehicle.po.gameObject); PropulsionObject po = Instantiate(glm.propulsionObj[propulsion_orig_id], vehicle.po.transform.position, vehicle.po.transform.rotation) as PropulsionObject; po.transform.SetParent(vehicle.GetComponentInChildren <VehicleBody>().transform); vehicle.po = orig_propulsion; }
public void changePropulsion(int change) { //bool canExit; int currentIndex = tmp_po.FindIndex(d => d.id == vehicle.po.id); int maxRange = tmp_po.Count; int index = toggleNumber(currentIndex, maxRange, change); orig_propulsion = vehicle.po; PropulsionObject po = Instantiate(tmp_po [index], vehicle.po.transform.position, vehicle.po.transform.rotation) as PropulsionObject; po.transform.SetParent(vehicle.GetComponentInChildren <VehicleBody>().transform); Destroy(vehicle.po.gameObject); vehicle.po = po; // canExit = true; }