//////////////////////////////////////////////// //////////////////////////////////////////////// public static CubeLocationScript CreateCubeObject(Vector3Int localGridLoc, int[] cubeData, Transform parent) { GameObject cubeObject = WorldBuilder._nodeBuilder.CreateDefaultCube(localGridLoc, parent); CubeLocationScript cubeScript = cubeObject.GetComponent <CubeLocationScript>(); if (cubeData[2] != 00) { PanelBuilder.CreatePanelForCube(cubeData, cubeScript); } SortOutCubeScriptShit(cubeScript); return(cubeScript); }
//////////////////////////////////////////////// //////////////////////////////////////////////// public static CubeLocationScript CreateCubeObject(Vector3Int localGridLoc, int[] cubeData, Transform parent) { GameObject cubeObject = WorldBuilder._nodeBuilder.CreateDefaultCube(localGridLoc, parent); CubeLocationScript cubeScript = cubeObject.GetComponent <CubeLocationScript>(); if (cubeData[0] != (int)CubeObjectTypes.Empty) { // Panels if (cubeData[0] == (int)CubeObjectTypes.Panel_Floor || cubeData[0] == (int)CubeObjectTypes.Panel_Wall || cubeData[0] == (int)CubeObjectTypes.Panel_Angle) { PanelBuilder.CreatePanelForCube(cubeData, cubeScript); } // Other Objects } SortOutCubeScriptShit(cubeScript); return(cubeScript); }
public CubeLocationScript CreateCubeObject(Vector3 gridLoc, int cubeType, int rotations, int layerCount, Transform parent) { rotationY = (rotations * -90) % 360; GameObject cubeObject = Instantiate(_defaultCubePrefab, transform, false); // empty cube cubeObject.transform.SetParent(parent); cubeObject.transform.position = gridLoc; CubeLocationScript cubeScript = cubeObject.GetComponent <CubeLocationScript>(); _gameManager._worldManager._gridBuilder.SetCubeScriptToGridLocation(gridLoc, cubeScript); cubeScript._locationManager = _gameManager._locationManager; cubeScript.CubeLocVector = gridLoc; cubeObject.transform.eulerAngles = new Vector3(0, rotationY, 0); //cubeObject.gameObject.layer = LayerMask.NameToLayer ("Floor" + layerCount.ToString ()); cubeScript.CubeAngle = (int)rotationY; switch (cubeType) { case 00: return(null); case 01: _panelBuilder.CreatePanelForCube("Floor", cubeObject.transform, layerCount, 0, rotations); break; case 02: _panelBuilder.CreatePanelForCube("Wall", cubeObject.transform, layerCount, 90, rotations); // Down break; case 03: _panelBuilder.CreatePanelForCube("Wall", cubeObject.transform, layerCount, 0, rotations); // across break; case 04: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 90, rotations); break; case 05: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 270, rotations); break; case 06: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 180, rotations); break; case 07: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 0, rotations); break; case 08: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 90, rotations); break; case 09: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 270, rotations); break; case 10: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 180, rotations); break; case 11: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 0, rotations); break; } return(cubeScript); }
//////////////////////////////////////////////// //////////////////////////////////////////////// public static CubeLocationScript CreateCubeObject(Vector3 gridLoc, int cubeType, int rotations, int nodeLayerCount, Transform parent) { GameObject cubeObject = WorldBuilder._nodeBuilder.CreateDefaultCube(gridLoc, rotations, nodeLayerCount, parent); CubeLocationScript cubeScript = cubeObject.GetComponent <CubeLocationScript>(); //cubeScript.CubeAngle = cubeType; switch (cubeType) { case 00: break; case 01: PanelBuilder.CreatePanelForCube("Floor", cubeScript, 0, rotations); break; case 02: PanelBuilder.CreatePanelForCube("Wall", cubeScript, 90, rotations); // Down break; case 03: PanelBuilder.CreatePanelForCube("Wall", cubeScript, 0, rotations); // across break; case 04: PanelBuilder.CreatePanelForCube("FloorAngle", cubeScript, 90, rotations); break; case 05: PanelBuilder.CreatePanelForCube("FloorAngle", cubeScript, 270, rotations); break; case 06: PanelBuilder.CreatePanelForCube("FloorAngle", cubeScript, 180, rotations); break; case 07: PanelBuilder.CreatePanelForCube("FloorAngle", cubeScript, 0, rotations); break; case 08: PanelBuilder.CreatePanelForCube("CeilingAngle", cubeScript, 90, rotations); break; case 09: PanelBuilder.CreatePanelForCube("CeilingAngle", cubeScript, 270, rotations); break; case 10: PanelBuilder.CreatePanelForCube("CeilingAngle", cubeScript, 180, rotations); break; case 11: PanelBuilder.CreatePanelForCube("CeilingAngle", cubeScript, 0, rotations); break; } SortOutCubeScriptShit(gridLoc, cubeScript); return(cubeScript); }
public void CreateCubeObject(Vector3 gridLoc, int cubeType, int rotations, int layerCount) { rotationY = (rotations * -90) % 360; GameObject cubeObject = Instantiate(_defaultCubePrefab, transform, false); // empty cube cubeObject.transform.SetParent(transform); cubeObject.transform.position = gridLoc; CubeLocationScript cubeScript = cubeObject.GetComponent <CubeLocationScript>(); _gridBuilder._GridLocToScriptLookup[gridLoc] = cubeScript; cubeScript.cubeLoc = gridLoc; cubeObject.transform.eulerAngles = new Vector3(0, rotationY, 0); cubeObject.gameObject.layer = LayerMask.NameToLayer("Floor" + layerCount.ToString()); cubeScript.cubeAngle = (int)rotationY; switch (cubeType) { case 00: break; case 01: _panelBuilder.CreatePanelForCube("Floor", cubeObject.transform, layerCount, 0, rotations); break; case 02: _panelBuilder.CreatePanelForCube("Wall", cubeObject.transform, layerCount, 90, rotations); // Down break; case 03: _panelBuilder.CreatePanelForCube("Wall", cubeObject.transform, layerCount, 0, rotations); // across break; case 04: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 90, rotations); break; case 05: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 270, rotations); break; case 06: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 180, rotations); break; case 07: _panelBuilder.CreatePanelForCube("FloorAngle", cubeObject.transform, layerCount, 0, rotations); break; case 08: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 90, rotations); break; case 09: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 270, rotations); break; case 10: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 180, rotations); break; case 11: _panelBuilder.CreatePanelForCube("CeilingAngle", cubeObject.transform, layerCount, 0, rotations); break; } }