Пример #1
0
        /// <summary>
        /// This method allows to change the state all the sockets which hit the part bounds.
        /// </summary>
        public void ChangeAreaState(OccupancyType type)
        {
            SocketBehaviour[] Sockets = PhysicExtension.GetNeighborsTypesByBox <SocketBehaviour>(GetWorldPartMeshBounds().center, GetWorldPartMeshBounds().extents,
                                                                                                 transform.rotation, LayerMask.NameToLayer(Constants.LAYER_SOCKET.ToLower()), QueryTriggerInteraction.Collide);

            for (int i = 0; i < Sockets.Length; i++)
            {
                if (Sockets[i] != null)
                {
                    if (Sockets[i].AttachedPart != this)
                    {
                        if (Sockets[i].AllowPart(this) && type == OccupancyType.Busy)
                        {
                            Sockets[i].ChangeAreaState(type,
                                                       LayerMask.NameToLayer(Constants.LAYER_DEFAULT.ToLower()),
                                                       LayerMask.NameToLayer(Constants.LAYER_SOCKET.ToLower()), Sockets[i].AttachedPart);

                            Sockets[i].ChangeState(type, this);
                        }
                        else if (type == OccupancyType.Free)
                        {
                            Sockets[i].ChangeAreaState(type,
                                                       LayerMask.NameToLayer(Constants.LAYER_DEFAULT.ToLower()),
                                                       LayerMask.NameToLayer(Constants.LAYER_SOCKET.ToLower()), Sockets[i].AttachedPart);

                            Sockets[i].ChangeState(type, this);
                        }
                    }
                }
            }
        }
Пример #2
0
 /// <summary>
 /// This method is called when a socket change state.
 /// </summary>
 public static void SocketChangedState(SocketBehaviour socket, OccupancyType occupancy)
 {
     if (OnSocketChangedState != null)
     {
         OnSocketChangedState.Invoke(socket, occupancy);
     }
 }
Пример #3
0
        /// <summary>
        /// This method allows to change the current socket state.
        /// </summary>
        public void ChangeState(OccupancyType state, PartBehaviour part)
        {
            EventHandlers.SocketChangedState(this, state);

            if (state == OccupancyType.Busy)
            {
                if (!CheckOccupancy(part))
                {
                    AddOccupancy(part);
                }
            }
            else if (state == OccupancyType.Free)
            {
                if (CheckOccupancy(part))
                {
                    RemoveOccupancy(part);
                }
            }
        }
Пример #4
0
        /// <summary>
        /// This method allows to change all around connected socket(s) state.
        /// </summary>
        public void ChangeAreaState(OccupancyType state, LayerMask freeLayer, LayerMask socketLayer, PartBehaviour placedPart)
        {
            if (placedPart == null)
            {
                return;
            }

            if (placedPart.UseConditionalPhysics)
            {
                if (!placedPart.CheckStability())
                {
                    return;
                }
            }

            Collider[] Colliders = Physics.OverlapBox(placedPart.GetWorldPartMeshBounds().center,
                                                      placedPart.GetWorldPartMeshBounds().extents,
                                                      placedPart.transform.rotation, socketLayer, QueryTriggerInteraction.Collide);

            for (int i = 0; i < Colliders.Length; i++)
            {
                SocketBehaviour Socket = Colliders[i].GetComponent <SocketBehaviour>();

                if (Socket != null)
                {
                    if (state == OccupancyType.Busy)
                    {
                        if (Socket.AllowPart(placedPart) && Socket.CheckState(freeLayer, placedPart) == OccupancyType.Busy)
                        {
                            if (Vector3.Distance(placedPart.transform.position, Socket.transform.position) < placedPart.MeshBounds.extents.magnitude)
                            {
                                placedPart.LinkPart(Socket.AttachedPart);

                                Socket.ChangeState(OccupancyType.Busy, placedPart);
                            }
                        }
                    }
                    else
                    {
                        Socket.ChangeState(OccupancyType.Free, placedPart);
                    }
                }
            }

            Colliders = Physics.OverlapSphere(transform.position, Radius, freeLayer);

            for (int i = 0; i < Colliders.Length; i++)
            {
                if (Colliders[i].GetComponent <SocketBehaviour>() == null)
                {
                    PartBehaviour Part = Colliders[i].GetComponentInParent <PartBehaviour>();

                    if (Part != null)
                    {
                        if (Part != AttachedPart)
                        {
                            if (AllowPart(Part))
                            {
                                ChangeState(OccupancyType.Busy, Part);
                            }
                        }
                    }
                }
            }
        }