Exemplo n.º 1
0
    public void ReplacePart(int designId, bool reverse)
    {
        if (selectedPart != null)
        {
            bool currentReversed = !MathUtils.NearEqual(selectedPart.transform.localRotation.eulerAngles.y, LXFMLHelper.GetDefaultRotation(selectedPart.designId));            //(_construction.GetBrick(selectedPart.id));

            int brickId = selectedPart.id;

            //Destroy old one
            Vector3 oldPosition = selectedPart.transform.position;
            _builder.DestroyBrick(selectedPart);
            _bricks.Remove(brickId);


            //Create new one
            BrickData brickData = new BrickData();

            brickData.design = new BrickDesignData();

            brickData.id            = _builder.construction.GetNextBrickId();
            brickData.materialId    = LXFMLHelper.GetColors(designId)[0];
            brickData.design.id     = designId;
            brickData.design.width  = LXFMLHelper.GetBrickWidth(designId);
            brickData.design.height = LXFMLHelper.GetBrickHeight(designId);
            brickData.design.type   = LXFMLHelper.GetBrickType(designId);

            brickData.scale = Vector3.one;

            GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId));
            newBrick.transform.SetParent(constructionTarget);
            LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>();
            newOne.id = brickData.id;

            newOne.transform.position = oldPosition;

            Vector3 position = oldPosition;
            //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION
            position.z -= LXFMLHelper.kBrickSize.x / 2f;

            brickData.position = position;

            float add = reverse?180:0;

            if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 0f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveX)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 180f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.NegativeZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 90f + add, 0);
            }
            else if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
            {
                newOne.transform.localEulerAngles = new Vector3(0, 270f + add, 0);
            }


            //TODO : Fix Orientation stuff, it's getting messy...
            if (reverse)
            {
                if (!currentReversed)
                {
                    float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x;
                    if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
                    {
                        newOne.transform.Translate(0f, 0f, xOffset);
                    }
                    else
                    {
                        newOne.transform.Translate(-xOffset, 0f, 0f);
                    }
                    brickData.position = newOne.transform.position;
                }
            }
            else
            {
                if (currentReversed)
                {
                    float xOffset = (brickData.design.width - 1) * LXFMLHelper.kBrickSize.x;
                    if (LXFMLHelper.GetBrickOrientation(newOne.designId) == LXFMLHelper.BrickOrientation.PositiveZ)
                    {
                        newOne.transform.Translate(0f, 0f, xOffset);
                    }
                    else
                    {
                        newOne.transform.Translate(-xOffset, 0f, 0f);
                    }
                    brickData.position = newOne.transform.position;
                }
            }

            brickData.isFlipped = reverse;
            brickData.rotation  = Quaternion.Euler(0f, -newOne.transform.localEulerAngles.y, 0f);

            var renderer = newBrick.GetComponentInChildren <MeshRenderer>();
            renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(brickData.materialId);
            selectedPart            = newOne;

            _bricks.Add(newOne.id, newOne);

            _builder.AddBrick(_bricks[newOne.id].transform, brickData);

            UpdateAvailableParts(selectedPart);
            UpdateAvailableColors(selectedPart);
        }
    }