private void CacheSphericalProxyInfo(BoardSlot slot, BoardSlotSphericalProxy slotproxy) { int VisualX; int VisualY; int VisualZ; GetVisualPositionsForBoardSlot(slot, out VisualX, out VisualY, out VisualZ); float AzimuthToCenterDeg; float SlotAzimuthBreadthDeg; float ElevationToCenterDeg; float SlotElevationBreadthDeg; float SlotCenterRadius; GetSlotSphericalInfo(VisualX, VisualY, VisualZ, out AzimuthToCenterDeg, out SlotAzimuthBreadthDeg, out ElevationToCenterDeg, out SlotElevationBreadthDeg, out SlotCenterRadius); slotproxy.SetSphericalPositions(AzimuthToCenterDeg, SlotAzimuthBreadthDeg, ElevationToCenterDeg, SlotElevationBreadthDeg); }
private void AddShapeToAllSlots() { if (board == null || (UnityEngine.Object)ShapeSpawner == (UnityEngine.Object)null) { return; } BoardSlot[, ,] boardSlotArray = board.TheGameBoard; int length1 = boardSlotArray.GetLength(0); int length2 = boardSlotArray.GetLength(1); int length3 = boardSlotArray.GetLength(2); for (int index1 = 0; index1 < length1; ++index1) { for (int index2 = 0; index2 < length2; ++index2) { for (int index3 = 0; index3 < length3; ++index3) { BoardSlot boardSlot = boardSlotArray[index1, index2, index3]; Vector3 zero = Vector3.zero; Quaternion identity = Quaternion.identity; GetLayoutStuff(boardSlot, ref zero, ref identity); // Add object GameObject gameObject = UnityEngine.Object.Instantiate((UnityEngine.Object)ShapeSpawner, zero, identity) as GameObject; BoardSlotToVisualMap.Add(boardSlot, gameObject); BoardSlotSphericalProxy slotproxy = gameObject.GetComponent <BoardSlotSphericalProxy>(); if ((UnityEngine.Object)slotproxy == (UnityEngine.Object)null) { slotproxy = gameObject.AddComponent <BoardSlotSphericalProxy>(); slotproxy.SetSlot(boardSlot); } BoardSlotToProxyMap.Add(boardSlot, slotproxy); CacheSphericalProxyInfo(boardSlot, slotproxy); } } } }