Exemplo n.º 1
0
    public static LXFMLConstruction ParseConstruction(string lxfmlData, ConstructionType pType)
    {
        var construction = GetConstructionByType(pType);

        XmlDocument xmlDoc = new XmlDocument();

        xmlDoc.LoadXml(lxfmlData);

        XmlNodeList nodes = xmlDoc.SelectNodes("LXFML/Bricks/Brick/Part");
        BrickData   brick;

        float minX = float.MaxValue;
        float minY = float.MaxValue;

        List <BrickData> list_tmp = new List <BrickData>();

        foreach (XmlElement node in nodes)
        {
            brick        = new BrickData();
            brick.design = new BrickDesignData();

            brick.id            = int.Parse(node.GetAttribute(kTokenBrickId));
            brick.materialId    = int.Parse(node.GetAttribute(kTokenMaterials).Split(',')[0]);
            brick.design.id     = int.Parse(node.GetAttribute(kTokenDesign));
            brick.design.width  = LXFMLHelper.GetBrickWidth(brick.design.id);
            brick.design.height = LXFMLHelper.GetBrickHeight(brick.design.id);
            brick.design.type   = LXFMLHelper.GetBrickType(brick.design.id);

            Matrix4x4 matrix = LXFMLHelper.GetBrickMatrix((node.FirstChild as XmlElement).GetAttribute(kTokenBrickMatrix));
            brick.position = LXFMLHelper.GetBrickPosition(matrix);

            minX = Mathf.Min(minX, brick.position.x);
            minY = Mathf.Min(minY, brick.position.y);

            brick.scale    = LXFMLHelper.GetBrickScale(matrix);
            brick.rotation = LXFMLHelper.GetBrickRotation(matrix);

            brick.isFlipped = LXFMLHelper.IsBrickFlipped(brick);

            list_tmp.Add(brick);
        }

        if (minX > 0)
        {
            minX = 0;
        }

        if (minY > 0)
        {
            minY = 0;
        }

        //Offset position
        foreach (BrickData b in list_tmp)
        {
//			try
//			{
            var pos = b.position;
            pos.x     -= minX;
            pos.y     -= minY;
            b.position = pos;
            construction.AddBrick(b);
//			}
//			catch(Exception e)
//			{
//				UnityEngine.Debug.LogError(b.position + " " + minX + " " + minY);
//			}
        }

        return(construction);
    }