//Placement methods #region private void SpawnObject(int id) { GameObject go = PartsHolder.SpawnPart(id); GlobalReferences.FreeParts.Remove(go); carryGo[id] = go; go.GetComponent <MeshRenderer>().material = frozenMat; go.GetComponent <Rigidbody>().isKinematic = true; go.transform.parent = gameObject.transform; go.transform.localPosition = Vector3.zero; go.transform.localRotation = Quaternion.Euler(Vector3.zero); }
private void RealizeConnection() { if (lastDistAngle < connectionThreshold && ConnectionVoxelContainer.RevealConnections(bestOnPart).Contains(closestConnection)) { Vector3 pos = gameObject.transform.position; Quaternion rot = gameObject.transform.rotation; AlignPlane.Orient(bestOnPart.Pln, closestConnection.Pln, gameObject); if (!CollisionDetection()) { Part p = gameObject.GetComponent <Part>(); p.FreezePart(); p.Parent = closestConnection.ParentPart.ID; p.ParentCon = closestConnection.ParentPart.Connections.IndexOf(closestConnection); ConnectionVoxelContainer.RemoveConnection(closestConnection); ConnectionVoxelContainer.RemoveConnection(bestOnPart); bestOnPart.ParentPart.SetInactive(bestOnPart); closestConnection.ParentPart.SetInactive(closestConnection); closestConnection.ParentPart.ChildCons.Add(bestOnPart.ParentPart.Connections.IndexOf(bestOnPart)); closestConnection.ParentPart.Children.Add((int)p.ID); GameObject _g = PartsHolder.SpawnPart(p.TemplateID); _g.SetActive(true); if (GlobalReferences.PlacementType == PlacementTypeTool.PlaceChoreo.Choreo) { GlobalReferences.AffectPart(_g); GlobalReferences.FreeParts.Remove(_g); } ConnectionScanningHandler handler = gameObject.GetComponent <ConnectionScanningHandler>(); if (handler != null) { handler.TerminateConnection(); } } else { gameObject.transform.position = pos; gameObject.transform.rotation = rot; } } }