Пример #1
0
    public void BuildObject(string pathXml, bool useUnityVector = false)
    {
        gUtility.CXml xSpline = new gUtility.CXml(pathXml, false);
        if (useUnityVector)
        {
            for (int i = 1; i <= xSpline.Settings["Points"].GetNamedChildrenCount("P"); ++i)
            {
                string           POINT = string.Format("Points/P#{0}", i);
                gUtility.Vector3 pos   = xSpline.Settings[POINT].ReadVector3("value", gUtility.Vector3.ZERO);
                Vector3          posU  = new Vector3(pos.x, pos.y + 0.05f, pos.z);
                points.Add(posU);
            }
        }
        else
        {
            for (int i = 1; i <= xSpline.Settings.GetNamedChildrenCount("P"); ++i)
            {
                string           POINT = string.Format("P#{0}", i);
                gUtility.Vector3 pos   = xSpline.Settings[POINT].ReadVector3("pos", gUtility.Vector3.ZERO);
                Vector3          posU  = new Vector3(-pos.x, pos.z, -pos.y);
                points.Add(posU);

                /*
                 * GameObject point = GameObject.CreatePrimitive(PrimitiveType.Capsule); //new GameObject(string.Format("point{0}", i - 1));
                 * point.name = string.Format("point{0}", i - 1);
                 * point.transform.localScale = new UnityEngine.Vector3(0.5f, 2.0f, 0.5f);
                 * point.transform.SetParent(pointsObj.transform);
                 * point.transform.position = posU;
                 */
            }
        }
    }
Пример #2
0
    public void ExportXml(string pathXml)
    {
        gUtility.CXml xSpline = new gUtility.CXml(pathXml, true);
        for (int i = 0; i < points.Count; i++)
        {
            string           POINT = string.Format("Points/P#{0}", i + 1);
            gUtility.Vector3 pos   = new gUtility.Vector3(-points[i].x, points[i].z, -points[i].y);
            xSpline.Settings[POINT].WriteVector3("value", pos);
        }

        xSpline.Commit();
    }
Пример #3
0
    public void BuildObject(string pathXml)
    {
        gUtility.CXml xSpline = new gUtility.CXml(pathXml, false);

        pacenotes = new GameObject("LayoutPacenotes");
        pacenotes.transform.SetParent(transform);

        for (int i = 1; i <= xSpline.Settings.GetNamedChildrenCount("P"); ++i)
        {
            string           POINT = string.Format("P#{0}", i);
            gUtility.Vector3 pos   = xSpline.Settings[POINT].ReadVector3("pos", gUtility.Vector3.ZERO);
            Vector3          posU  = new Vector3(-pos.x, pos.z, -pos.y);
            points.Add(posU);

            /*
             * GameObject point = GameObject.CreatePrimitive(PrimitiveType.Capsule); //new GameObject(string.Format("point{0}", i - 1));
             * point.name = string.Format("point{0}", i - 1);
             * point.transform.localScale = new UnityEngine.Vector3(0.5f, 2.0f, 0.5f);
             * point.transform.SetParent(pointsObj.transform);
             * point.transform.position = posU;
             */
        }
        calcLength();
    }