Exemplo n.º 1
0
        public void StopDragging()
        {
            List <GameObject> objectsPlaced = new List <GameObject>();
            GameObject        FirstObject   = Instantiate(GameObject_DragFrom);
            BeyondComponent   BC_DragFrom   = GameObject_DragFrom.GetComponent <BeyondComponent>();

            FirstObject.GetComponent <BeyondComponent>().CopyValues(BC_DragFrom);
            SetBlueprintFromGhost(FirstObject);
            objectsPlaced.Add(FirstObject);
            Destroy(GameObject_DragFrom);

            for (int i = 0; i < draggedObjects.Count; i++) // Note: a for loop is better than a foreach that can miss some objects
            {
                // TO DO : We need to check a bit more than that: can't have a bunch of objects split in several groups because they failed constraint. All draggedObject should form 1 block
                // And, as stated in the AvoidCollision Constraint, if adding to an existing group we should check the object is in a valid group position:
                // As above: no isolated objects, but also no 2 same objects in the same cell, all objects have at least one Snaptarget, etc
                if (draggedObjects[i].activeSelf && Constraint.CheckRootConstraint(draggedObjects[i]))
                {
                    GameObject      ThisObject    = Instantiate(draggedObjects[i]);
                    BeyondComponent BC_ThisObject = draggedObjects[i].GetComponent <BeyondComponent>();
                    ThisObject.GetComponent <BeyondComponent>().CopyValues(BC_ThisObject);
                    SetBlueprintFromGhost(ThisObject);
                    objectsPlaced.Add(ThisObject);
                }
                Destroy(draggedObjects[i]);
            }
            draggedObjects.Clear();
            DestroyActiveBlueprint();

            // When snapping, the Active blueprint is already in a group, which we should use, otherwise create a new one
            BeyondGroup bg = null;

            if (SnappedToObject != null)
            {
                bg = SnappedToObject.GetComponent <BeyondComponent>().Group;
                //Debug.Log("I should add all these to the group of the object I was snapped to: "+bg.Name);
                SnappedToObject = null;
            }

            // Create BeyondGroup, add all objects to it
            foreach (GameObject go in objectsPlaced)
            {
                if (bg == null)
                {
                    bg = CreateNewBeyondGroup(go);
                }
                bg.AddObject(go);
                // Only set the layer at the end, so objects don't collide into each other and fail the constraint check
                go.layer = LayerMask.NameToLayer("Buildings");
            }
        }
Exemplo n.º 2
0
        //TO DO : refactor that with love & care
        public BeyondGroup CreateNewBeyondGroup(GameObject go, string name = null)
        {
            // Auto give name
            if (name == null)
            {
                name = String.Format("Group {0:0000}", GameManager.instance.Place.BeyondGroups.Count);
            }

            BeyondComponent bc = go.GetComponent <BeyondComponent>();

            if (bc != null)
            {
                // bc.transform.position - bc.template.pivotOffset : THIS IS ESSENTIAL - This allows us to properly set the pivot of the group
                BeyondGroup group = new BeyondGroup(name, bc.transform.position - bc.Template.CellCentre, bc.transform.rotation);
                group.AddObject(go);
                GameManager.instance.Place.BeyondGroups.Add(group);
                return(group);
            }
            else
            {
                Debug.LogError("CreateNewBeyondGroup attempted to create an emtpy group");
            }
            return(null);
        }