Пример #1
0
 void UpdateAvailableColors(LegoBrickId selected)
 {
     if (selected)
     {
         _modelUI.UpdateColorsList(LXFMLHelper.GetColors(selected.designId), _builder.construction.GetBrick(selected.id).materialId);
     }
 }
Пример #2
0
 void UnselectDragBrick()
 {
     if (draggingScenePart)
     {
         if (_validPosition)
         {
             if (_dragCellData != null)
             {
                 Vector3 position = draggingScenePart.transform.position;
                 //WEIRD HACK...I HAVE TO OFFSET BY HALF A BRICK TO GET THE CORRECT POSITION
                 position.z -= LXFMLHelper.kBrickSize.x / 2f;
                 _dragCellData.Brick.position = position;
                 _builder.construction.AddBrick(_dragCellData.Brick);
             }
             else
             {
                 CreateNewBrickData();
             }
             _modelUI.UpdateColorsList(LXFMLHelper.GetColors(draggingScenePart.designId), _builder.construction.GetBrick(draggingScenePart.id).materialId);
             _dragCellData = null;
             _bricks[draggingScenePart.id].transform.parent = constructionTarget;
             draggingScenePart = null;
             _newBrickCreated  = false;
         }
         else
         {
             StartCoroutine(TweenInvalidBrick(_bricks[draggingScenePart.id].transform));
             draggingScenePart = null;
             _bricks.Remove(-1);
         }
     }
 }
Пример #3
0
    public IEnumerator AnimateBrickScanRandom()
    {
        _numBricksToAnimate = _bricks.Count;
        _bricks.Sort(SortByYAscending);
        for (int i = 0; i < _bricks.Count; ++i)
        {
            _bricks[i].gameObject.SetLayerRecursively(8);
            _bricks[i].gameObject.SetActive(false);
        }

        for (int i = 0; i < _bricks.Count; ++i)
        {
            yield return(new WaitForEndOfFrame());

            yield return(new WaitForEndOfFrame());

            _bricks[i].gameObject.SetActive(true);
            LegoBrickId legoBrick     = _bricks[i].GetComponent <LegoBrickId>();
            BrickData   bd            = construction.GetBrick(legoBrick.id);
            int[]       availColors   = LXFMLHelper.GetColors(legoBrick.designId);
            int         numIterations = Random.Range(15, 20);
            StartCoroutine(AnimateBrickColors(LXFMLHelper.GetColors(legoBrick.designId), bd.materialId, _bricks[i].gameObject, numIterations));
        }
        yield return(StartCoroutine("WaitForAnimComplete"));
    }
Пример #4
0
    void CreateNewBrickData()
    {
        BrickData brickData = new BrickData();

        brickData.design = new BrickDesignData();

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

        Vector3 position = draggingScenePart.transform.position;

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

        brickData.position = position;
        brickData.scale    = Vector3.one;
        brickData.rotation = Quaternion.Euler(0f, -draggingScenePart.transform.rotation.eulerAngles.y, 0f);

        brickData.isFlipped = LXFMLHelper.IsBrickFlipped(brickData);

        _builder.AddBrick(_bricks[-1].transform, brickData);

        draggingScenePart.id = brickData.id;



        _bricks.Remove(-1);

        if (_bricks.ContainsKey(draggingScenePart.id))
        {
            _bricks.Remove(draggingScenePart.id);
        }

        _bricks.Add(draggingScenePart.id, draggingScenePart);
    }
Пример #5
0
    public void StartDragPart(int designId, bool reverse, Vector2 touchPos)
    {
        if (!_isTweening)
        {
            GameObject newBrick = Instantiate(ConstructionController.Instance.resourcesProvider.GetPrefabForDesign(designId));
            newBrick.transform.SetParent(constructionTarget);
            LegoBrickId newOne = newBrick.GetComponent <LegoBrickId>();
            newOne.id = -1;

            Vector2 gridPos = screenPointToGridPosition((Vector3)touchPos);

            newOne.transform.position = new Vector3(0, gridPos.y * LXFMLHelper.kBrickSize.y, gridPos.x * LXFMLHelper.kBrickSize.x);

            _originalPos = new Vector3(gridPos.x * LXFMLHelper.kBrickSize.x, gridPos.y * LXFMLHelper.kBrickSize.y, 0f);

            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);
            }

            var renderer = newBrick.GetComponentInChildren <MeshRenderer>();
            renderer.sharedMaterial = ConstructionController.Instance.resourcesProvider.GetMaterial(LXFMLHelper.GetColors(designId)[0]);

            selectedPart = draggingScenePart = newOne;

            _cellOffset.x      = reverse ? LXFMLHelper.GetBrickWidth(newOne.designId) - 1 : 0;
            _cellOffset.y      = 0;
            _startDragCell.x   = 0f;
            _startDragCell.y   = 0f;
            _startDragPosition = Vector3.zero;

            _newBrickCreated = true;

            if (_bricks.ContainsKey(-1))
            {
                _bricks.Remove(-1);
            }

            _bricks.Add(-1, newOne);
        }
    }
Пример #6
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);
        }
    }