예제 #1
0
        //Start of the Utilities Tab

        public void LoadSaveSpaceArg(string path)
        {
#if DEBUG
            Log.GetInstence().WriteLine("LoadSaveSpaceArg method was activated.");
#endif
            SaveSpace.LoadSaveSpace(path, euivInstallBar, provinceToCopy, userCopyTo);
        }
예제 #2
0
 private void PlaceBackGatePressed()
 {
     backGatePosition = arCamera.transform.position;
     SaveSpace.SavePlayerSpace(this);
     placeBackGateButton.gameObject.SetActive(false);
     placeBackGateText.gameObject.SetActive(false);
     sheepSpawnScript.StartSheepHerd(room1Bounds, room2Bounds, connectingRooms, new Vector3(0, 0, 0), new Vector3(0, 0, 0));
 }
예제 #3
0
        private void openSaveSpace_Click(object sender, EventArgs e)
        {
#if DEBUG
            Log.GetInstence().WriteLine("loadSaveSpace method was activated.");
#endif
            DialogResult result = openSaveSpaceDialog.ShowDialog();

            if (result == DialogResult.OK)
            {
                SaveSpace.LoadSaveSpace(openSaveSpaceDialog.FileName, euivInstallBar, provinceToCopy, userCopyTo);
            }
        }
예제 #4
0
        private void universalSaveSpaceButton_Click(object sender, EventArgs e)
        {
#if DEBUG
            Log.GetInstence().WriteLine("universalSaveSpaceButton method was activated.");
#endif
            DialogResult result = saveSaveSpaceFileDialog.ShowDialog();

            if (result == DialogResult.OK)
            {
                SaveSpace.CreateSaveSpace(true, saveSaveSpaceFileDialog.FileName, euivInstallBar, provinceToCopy, userCopyTo);
            }
        }
예제 #5
0
    private void TranslateAndRotateLoad()
    {
        SpaceData data = SaveSpace.LoadPlayerSpace();

        Vector3 oldFront     = FloatToVector(data.frontGatePosition);
        Vector3 oldBack      = FloatToVector(data.backGatePosition);
        Vector3 oldDirection = oldBack - oldFront;

        oldDirection.y = 0;

        Vector3 newDirection = backGatePosition - frontGatePosition;

        newDirection.y = 0;
        float angles = Vector3.SignedAngle(oldDirection, newDirection, Vector3.up);

        relative = new Vector3(0, angles, 0);
        pivot    = frontGatePosition;

        Vector3 translation = oldFront - frontGatePosition;

        translation.y = 0.8f;

        LoadCenterAndExtents(out room1Bounds, data.room1Center, data.room1Extents, translation, 0);
        // LoadFences (room1Bounds);

        LoadCenterAndExtents(out room2Bounds, data.room2Center, data.room2Extents, translation, 2);
        // LoadFences (room2Bounds);

        for (int i = 0; i < data.connectingRoomCenters.GetLength(0); i++)
        {
            Bounds  connectBounds;
            float[] connectCenter = new float[3];
            connectCenter[0] = data.connectingRoomCenters[i, 0];
            connectCenter[1] = data.connectingRoomCenters[i, 1];
            connectCenter[2] = data.connectingRoomCenters[i, 2];

            float[] connectExtent = new float[3];
            connectExtent[0] = data.connectingRoomExtents[i, 0];
            connectExtent[1] = data.connectingRoomExtents[i, 1];
            connectExtent[2] = data.connectingRoomExtents[i, 2];
            LoadCenterAndExtents(out connectBounds, connectCenter, connectExtent, translation, 1);
            // LoadFences (connectBounds);
            connectingRooms.Add(connectBounds);
        }

        TakeOutOverlapingFences();
    }