public TurretAssembly Assemble(RootModel model) { GameObject assemblyObject = UnityEngine.Object.Instantiate(Resources.Load <GameObject>(ASSEMBLY_PREFAB_PATH)); TurretAssembly assembly = assemblyObject.GetComponent <TurretAssembly>(); ObjectModel obj = model.Root as ObjectModel; assembly.Name = obj.GetValue <string>("Name"); assembly.Description = obj.GetValue <string>("Description"); ObjectModel tiers = obj.GetObject("Tiers"); UpgradeMap upgrades = _valueAssembler.Assemble(obj.GetObject("UpgradeMap"), typeof(UpgradeMap), new AssemblyContext()) as UpgradeMap; foreach (var tierProperty in tiers.GetProperties()) { Transform tierObj = AssembleTier(tierProperty.Model as ObjectModel, assembly).transform; Tier tier = Tier.Parse(tierProperty.Name); tierObj.gameObject.SetActive(false); tierObj.gameObject.name = tier.ToString(); assembly.AddTier(tierObj, tier); } assembly.UpgradeMap = upgrades; assembly.SetTier(Tier.Initial); return(assembly); }
public override void Assemble(ObjectModel model, TrailRenderer target, AssemblyContext context) { ValueAssembler assembler = new ValueAssembler(); RendererAssembler baseAssembler = new RendererAssembler(); target.widthCurve = (AnimationCurve)assembler.Assemble(model.GetProperty("Curve"), typeof(AnimationCurve), context); target.time = model.GetValue <float>("Time"); target.minVertexDistance = model.GetValue <float>("MinVertexDistance"); target.autodestruct = model.GetValue <bool>("Autodestruct"); target.emitting = model.GetValue <bool>("Emitting"); target.colorGradient = (Gradient)assembler.Assemble(model.GetProperty("Color"), typeof(Gradient), context); target.numCornerVertices = model.GetValue <int>("CornerVertices"); target.numCapVertices = model.GetValue <int>("CapVertices"); target.alignment = model.GetValue <LineAlignment>("Alignment"); target.textureMode = model.GetValue <LineTextureMode>("TextureMode"); target.generateLightingData = model.GetValue <bool>("GenerateLigtingData"); target.shadowBias = model.GetValue <float>("ShadowBias"); baseAssembler.Assemble(model, target, context); }
public override void Assemble(ObjectModel model, LineRenderer target, AssemblyContext context) { ValueAssembler assembler = new ValueAssembler(); RendererAssembler baseSerializer = new RendererAssembler(); target.positionCount = model.GetValue <int>("PositionCount"); SetPositions(target, model.GetArray("Positions").Select(x => (Vector3)assembler.Assemble(x, typeof(Vector3), context)).ToArray()); target.widthCurve = (AnimationCurve)assembler.Assemble(model.GetProperty("Curve"), typeof(AnimationCurve), context); target.colorGradient = (Gradient)assembler.Assemble(model.GetProperty("Colors"), typeof(Gradient), context); target.numCornerVertices = model.GetValue <int>("CornerVerticies"); target.numCapVertices = model.GetValue <int>("CapVerticies"); target.alignment = model.GetValue <LineAlignment>("Alignment"); target.textureMode = model.GetValue <LineTextureMode>("TextureMode"); target.shadowBias = model.GetValue <float>("ShadowBias"); target.generateLightingData = model.GetValue <bool>("GenerateLighingData"); target.useWorldSpace = model.GetValue <bool>("UseWorldSpace"); baseSerializer.Assemble(model, target, context); }
public TurretComponent Assemble(ObjectModel model, Transform parent, TurretAssembly assembly, AssemblyContext context) { IContentCachedPrefab component = GetComponent(model.GetValue <string>("UniqueIdentifier")); ValueAssembler assembler = new ValueAssembler(); GameObject obj = component.Instantiate(); TurretComponent newComponent = obj.GetComponent <TurretComponent>(); if (parent != null) { obj.transform.SetParent(parent.transform); var position = (Vector2)assembler.Assemble(model.GetObject("LocalPosition"), typeof(Vector2), context); obj.transform.localPosition = (Vector3)position + Vector3.back * 0.1f; if (model.HasProperty("Angle")) { obj.transform.localRotation = Quaternion.Euler(0f, 0f, model.GetValue <float>("Angle")); } if (model.HasProperty("Flipped")) { if (model.GetValue <bool>("Flipped")) { newComponent.Flip(); } } TurretComponent parentComponent = parent.GetComponent <TurretComponent>(); foreach (var point in newComponent.AttachmentPoints) { AttachmentSlot slot = FindSlotForPoint(parentComponent.AttachmentSlots.GetSupportingPoints(point), point, obj.transform, parent.transform); if (slot != null) { slot.Attach(newComponent); } } } else { obj.transform.SetParent(assembly.transform); obj.transform.localPosition = Vector3.zero; } foreach (ValueModel child in model.GetArray("Children")) { Assemble(child as ObjectModel, newComponent.transform, assembly, context); } return(newComponent); }