コード例 #1
0
ファイル: CellFactory.cs プロジェクト: mperez01/TRPGTest
            public override Object getCellPrefabFor(GameObject cell)
            {
                PrefabType type = PrefabUtility.GetPrefabType(cell);

                if (type == PrefabType.PrefabInstance)
                {
                    return(PrefabUtility.GetPrefabObject(cell));
                }

                Cell c = cell.GetComponent <Cell>();

                string path = "Assets/CellPrefabs/" + Mathf.CeilToInt(c.Properties.height) + "/";

                Object prefab = null;

                if (AssetDatabase.IsValidFolder(path))
                {
                    string[] prefabs = AssetDatabase.FindAssets(c.Properties.ToString(), new string[] { path });
                    if (prefabs != null && prefabs.Length > 0)
                    {
                        prefab = AssetDatabase.LoadAssetAtPath(prefabs[0], typeof(Object));
                    }
                }
                else
                {
                    AssetDatabase.CreateFolder("Assets/CellPrefabs", Mathf.CeilToInt(c.Properties.height) + "");
                }

                if (prefab == null)
                {
                    prefab = PrefabUtility.CreateEmptyPrefab(path);

                    CellProperties properties = c.Properties;

                    /*Material myMat = new Material(Shader.Find("Transparent/Cutout/Diffuse"));
                     * texture.filterMode = FilterMode.Point;
                     * myMat.SetTexture("_MainTex", texture);
                     * this.GetComponent<Renderer>().sharedMaterial = myMat;*/
                }


                return(prefab);
            }
コード例 #2
0
ファイル: Cell.cs プロジェクト: mperez01/TRPGTest
        // Deserialization moment
        void Awake()
        {
#if UNITY_EDITOR
            if (Application.isEditor && !Application.isPlaying)
            {
                // Code to prevent losing information from old versions
                if (faces != null && faces.Length != 0)
                { // The first time i have to initialize those
                    FaceNoSC[] nfaces = new FaceNoSC[faces.Length];
                    for (int i = 0; i < faces.Length; i++)
                    {
                        if (faces[i] == null)
                        {
                            // Debug.Log("Null face detected at " + this + " at map " + Map);
                            break;
                        }

                        nfaces[i]                = new FaceNoSC();
                        nfaces[i].Texture        = faces[i].Texture;
                        nfaces[i].TextureMapping = faces[i].TextureMapping;
                    }


                    this.properties = new CellProperties(height, topType, cellTopRotation, 1, faces != null ? nfaces : new FaceNoSC[0]);
                    Debug.Log("No era null");
                    faces = null;
                }
            }
#endif

            // This will prevent older versions to lose face information about textures.

            /*if (this.faces == null) {
             *  faces = new Face[faceTextures.Length];
             *  for (int i = 0; i< faces.Length; i++) {
             *      faces[i].Texture = faceTextures[i];
             *      faces[i].TextureMapping = faceMappings[i];
             *  }
             *  faceTextures = null;
             *  faceMappings = null;
             * }		*/
        }
コード例 #3
0
ファイル: Cell.cs プロジェクト: mperez01/TRPGTest
        private static void extractFacesFromMesh(Mesh mesh, CellProperties properties)
        {
            int numLateralFaces = Mathf.CeilToInt(properties.height) * 4;

            //Numero de vertices de la ultima capa
            int[] topFacesNumVertex = (properties.top == CellTopType.flat) ? new int[1] {
                4
            } : new int[4] {
                3, 4, 3, 4
            };

            int verticesForThisFace;
            int totalVertices = 0;

            for (int i = 0; i < numLateralFaces + topFacesNumVertex.Length; i++)
            {
                // Calculamos cuantos vertices tendra la cara. Si es lateral 4 y sino, los que esten preestablecidos.
                verticesForThisFace = (i < numLateralFaces) ? 4 : topFacesNumVertex[i - numLateralFaces];
                FaceNoSC.extractFaceInfoFromMesh(mesh, verticesForThisFace, totalVertices, properties.faces[i]);
                totalVertices += verticesForThisFace;
            }
        }
コード例 #4
0
ファイル: MeshFactory.cs プロジェクト: mperez01/TRPGTest
 public override void Generate(CellProperties properties)
 {
     faces   = regenerateFaces(properties.faces, properties.height, properties.top, properties.width, properties.orientation);
     texture = getTextureAndGenerateUVs(faces);
     mesh    = generateMeshFromFaces(faces);
 }
コード例 #5
0
ファイル: MeshFactory.cs プロジェクト: mperez01/TRPGTest
 public abstract void Generate(CellProperties properties);