예제 #1
0
 public MockPlaceable(string name, bool allowsXZSnapping, bool allowsYSnapping, float blockThickness, bool isTrigger, bool requiresSomeFoundation, bool canBePlacedAtZeroLevelWithoutFoundation, bool isFullBlock, int maxLengthWithoutSupport, GameObject prefab)
     : base(name, allowsXZSnapping, allowsYSnapping, prefab, blockThickness, isTrigger, requiresSomeFoundation, canBePlacedAtZeroLevelWithoutFoundation, isFullBlock, maxLengthWithoutSupport)
 {
     block = new GameObject();
     block.AddComponent <BoxCollider>();
     placingAllowedSelector = TimedSelectorWithMaterial.AddTo(block, null, 0f);
     placingDeniedSelector  = TimedSelectorWithMaterial.AddTo(block, null, 0f);
 }
예제 #2
0
 private void Start()
 {
     Get              = this;
     focusHeight      = transform.position.z;
     provinceSelector = TimedSelectorWithMaterial.AddTo(gameObject, LinksManager.Get.ProvinceSelecionMaterial, 0);
     fogOfWar         = TimedSelectorWithMaterial.AddTo(gameObject, LinksManager.Get.FogOfWarMaterial, 0);
     //
     //var window = Instantiate(LinksManager.Get.MapOptionsPrefab, LinksManager.Get.CameraLayerCanvas.transform);
     //window.GetComponent<RectTransform>().anchoredPosition = new Vector2(150f, 150f);
     tooltip = GetComponent <ToolTipHandler>();
 }
예제 #3
0
        public virtual void Show()
        {
            if (block == null) // if it's first call to show instantiate block from prefabs
            {
                block = UnityEngine.Object.Instantiate(prefab);

                block.transform.parent = GManager.Get.PlayersHands.transform;

                placingAllowedSelector = TimedSelectorWithMaterial.AddTo(block, GManager.Get.BuildingAlowedMaterial, 0f);
                placingDeniedSelector  = TimedSelectorWithMaterial.AddTo(block, GManager.Get.BuildingDeniedMaterial, 0f);
            }


            block.SetActive(true);
            EventHandler <EventArgs> handler = Shown;

            if (handler != null)
            {
                handler(this, EventArgs.Empty);
            }
        }