Exemplo n.º 1
0
    void OnTriggerEnter(Collider other)
    {
        if (other.tag == "BurgerComponent")
        {
            hBurgerComponent burgerComponent = other.GetComponent <hBurgerComponent>();
            if (burgerComponent && !burgerComponent.HasBeenAttached)
            {
                if (this._AutoAdjustment)
                {
                    Vector3 newPos = this.gameObject.transform.position;
                    newPos.y += (other.transform.localScale.y / 2.0f);
                    other.gameObject.transform.position = newPos;

                    Quaternion newQuat = Quaternion.Euler(this.gameObject.transform.rotation.eulerAngles.x, other.gameObject.transform.rotation.eulerAngles.y, this.gameObject.transform.rotation.eulerAngles.z);

                    other.gameObject.transform.rotation = newQuat;
                }

                other.gameObject.transform.SetParent(this._Identity);
                burgerComponent.AttachToBurger();

                // Register all burger components above in this (current) gameObject's hBurgerComponent._AboveBurgerComponents
                hBurgerComponent currentBaseBurgerComponent = this._BurgerComponent.CurrentBase.GetComponent <hBurgerComponent>();
                currentBaseBurgerComponent.AboveBurgerComponents.AddRange(burgerComponent.CurrentBase.GetComponent <hBurgerComponent>().AboveBurgerComponents);

                // Change every bases of components above to this (current) gameObject
                foreach (GameObject childrenBurgerComponent in burgerComponent.AboveBurgerComponents)
                {
                    childrenBurgerComponent.GetComponent <hBurgerComponent>().CurrentBase = this._BurgerComponent.CurrentBase;
                }

                currentBaseBurgerComponent.HasTop = burgerComponent.HasTop;

                // Remove Detecting Zone
                Destroy(this.gameObject);
            }
        }
    }
Exemplo n.º 2
0
 void Start()
 {
     this.AboveBurgerComponents.Add(this.gameObject);
     this.CurrentBase = this;
 }