public void basic_generate() { //GameObject cabin; cabin = new GameObject("cabin"); chosen_style = mystyle; if (width < 1200) { chosen_style = door_style.swing; } vectical_split(width); if (height <= 2400 && height >= 300) { bottom_closet = new GameObject("bottomcloset"); gameObject.GetComponent <bottombox>().single_bottombox(width, each_width, depth, height, n, bottom_closet, move, closet); } else if (height > 2400) { float height_0 = 1920; bottom_closet = new GameObject("bottomcloset"); gameObject.GetComponent <bottombox>().single_bottombox(width, each_width, depth, height_0, n, bottom_closet, move, closet); gameObject.GetComponent <singlebox>().single_box(width, each_width, depth, depth, height_0, height, n, move, cabin); cabin.transform.position += move; } chosen_style = mystyle; equal = new GameObject("split"); bottom_closet.transform.parent = equal.transform; if (bottom_closet = null) { Destroy(bottom_closet); } if (cabin != null) { cabin.transform.parent = equal.transform; //cabin.transform.position += move; //cabin = null; } else { Destroy(cabin); } equal.transform.parent = onetime.transform; //equal = new GameObject(); // Debug.Log(cabin); //onetime.transform.Rotate(new Vector3(0, rotate, 0)); onetime.transform.parent = aroom.transform; }
//专门用来外部调用生上面的单个的柜 public void hanging_cabin(float its_left, float its_right, float its_depth, float its_bottom, float its_top) { if (its_right - its_left < 1200) { chosen_style = door_style.swing; } gameObject.GetComponent <singlebox>().single_box(width, each_width, depth, its_depth, its_bottom, its_top, n, move, cabin); cabin.transform.position += new Vector3(its_left, 0, 0); chosen_style = mystyle; //onetime.transform.Rotate(new Vector3(0, rotate, 0)); }
void Start() { Camera.main.transform.position = new Vector3(width / 2, height / 2, height + depth); chosen_style = mystyle; handle = Resources.Load <GameObject>("handle"); }