示例#1
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.

    public void createBridgeCover()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newBridgeCover = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform bridgeCoverBridgeLeftAttach  = newBridgeCover.transform.Find("bridge_cover_bridge_left_attach");
            Transform bridgeCoverBridgeRightAttach = newBridgeCover.transform.Find("bridge_cover_bridge_right_attach");
            Transform bridgeCoverBackSlopeAttach   = newBridgeCover.transform.Find("bridge_cover_back_slope_attach");

            FuseAttributes fuseAtts = bridgeCoverFuses();

            bridgeCoverBridgeLeftAttach.gameObject.AddComponent <FuseBehavior>();
            bridgeCoverBridgeLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bridgeCoverBridgeLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BridgeCover"));

            bridgeCoverBridgeRightAttach.gameObject.AddComponent <FuseBehavior>();
            bridgeCoverBridgeRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bridgeCoverBridgeRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BridgeCover"));

            bridgeCoverBackSlopeAttach.gameObject.AddComponent <FuseBehavior>();
            bridgeCoverBackSlopeAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bridgeCoverBackSlopeAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BridgeCover"));

            instantiated[0] = newBridgeCover;
            partCreated[0]  = true;
            selectionManager.newPartCreated("bridgeCoverPrefab(Clone)");

            enableManipulationButtons(newBridgeCover);
        }
    }
示例#2
0
    public void createBody()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newBody        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform bodyTopAttach    = newBody.transform.Find("Body_Top_Attach");
            Transform bodySideAttach   = newBody.transform.Find("Body_Side_Attach");
            Transform bodyBottomAttach = newBody.transform.Find("Body_Bottom_Attach");

            FuseAttributes fuseAtts = bodyFuses();

            bodyTopAttach.gameObject.AddComponent <FuseBehavior>();
            bodyTopAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodyTopAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            bodySideAttach.gameObject.AddComponent <FuseBehavior>();
            bodySideAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodySideAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            bodyBottomAttach.gameObject.AddComponent <FuseBehavior>();
            bodyBottomAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bodyBottomAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Body"));

            instantiated[0] = newBody;
            partCreated[0]  = true;
            selectionManager.newPartCreated("BodyPrefab(Clone)");

            enableManipulationButtons(newBody);
        }
    }
示例#3
0
    public void createB1p1()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = offscreenCreateLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(90, 90, 0);
            GameObject newB1p1        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));
            StartCoroutine(moveToStartingPosition(newB1p1)); // this creates the zooming up from the ground effect

            Transform b1p1_bb1_a1 = newB1p1.transform.Find("b1p1_bb1_a1");
            Transform b1p1        = newB1p1.transform.Find("b1p1");
            b1p1.GetComponent <Tooltip>().enabled        = true;
            b1p1_bb1_a1.GetComponent <Tooltip>().enabled = true;


            FuseAttributes fuseAtts = b1p1Fuses();

            b1p1_bb1_a1.gameObject.AddComponent <FuseBehavior>();
            b1p1_bb1_a1.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b1p1_bb1_a1.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B1p1"));

            b1p1_bb1_a1.gameObject.AddComponent <FaceSelector>();
            b1p1_bb1_a1.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b1p1_bb1_a1.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());
            b1p1_bb1_a1.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.down;


            instantiated[0]             = newB1p1;
            partCreated[0]              = true;
            partButtons[0].interactable = false;

            selectionManager.newPartCreated("b1p1Prefab(Clone)");
        }
    }
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.

    public void createLongL()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = new Quaternion();
            GameObject newLongL       = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform longLBigCornerAttach     = newLongL.transform.FindChild("long_l_big_corner_attach");
            Transform longLCornerAttach        = newLongL.transform.FindChild("long_l_corner_attach");
            Transform longLBlockJutsSideAttach = newLongL.transform.FindChild("long_l_block_juts_side_attach");
            Transform longLBlockJutsBackAttach = newLongL.transform.FindChild("long_l_block_juts_back_attach");
            Transform longLBlockJutsTopAttach  = newLongL.transform.FindChild("long_l_block_juts_top_attach");



            FuseAttributes fuseAtts = longLFuses();

            longLBigCornerAttach.gameObject.AddComponent <FuseBehavior>();
            longLBigCornerAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            longLBigCornerAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL"));

            longLCornerAttach.gameObject.AddComponent <FuseBehavior>();
            longLCornerAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            longLCornerAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL"));

            longLBlockJutsSideAttach.gameObject.AddComponent <FuseBehavior>();
            longLBlockJutsSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            longLBlockJutsSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL"));

            longLBlockJutsBackAttach.gameObject.AddComponent <FuseBehavior>();
            longLBlockJutsBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            longLBlockJutsBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL"));

            longLBlockJutsTopAttach.gameObject.AddComponent <FuseBehavior>();
            longLBlockJutsTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            longLBlockJutsTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LongL"));


            instantiated[0] = newLongL;
            partCreated[0]  = true;
            selectionManager.newPartCreated("long_lPrefab(Clone)");

            enableManipulationButtons(newLongL);
        }
    }
示例#5
0
    public void createC()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 180, 0);
            GameObject newC           = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform cMiddleTBottomAttach = newC.transform.Find("c_middle_t_bottom_attach");
            Transform cMiddleTFrontAttach  = newC.transform.Find("c_middle_t_front_attach");
            Transform cMiddleTTopAttach    = newC.transform.Find("c_middle_t_top_attach");
            Transform cUlCornerAttach      = newC.transform.Find("c_ul_corner_attach");

            FuseAttributes fuseAtts = cFuses();

            cMiddleTBottomAttach.gameObject.AddComponent <FuseBehavior>();
            cMiddleTBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            cMiddleTBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("C"));

            cMiddleTFrontAttach.gameObject.AddComponent <FuseBehavior>();
            cMiddleTFrontAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            cMiddleTFrontAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("C"));

            cMiddleTTopAttach.gameObject.AddComponent <FuseBehavior>();
            cMiddleTTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            cMiddleTTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("C"));

            cUlCornerAttach.gameObject.AddComponent <FuseBehavior>();
            cUlCornerAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            cUlCornerAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("C"));

            instantiated[0] = newC;
            partCreated[0]  = true;
            selectionManager.newPartCreated("cPrefab(Clone)");

            enableManipulationButtons(newC);
        }
    }
    public void createPalm()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(90, 0, 90);
            GameObject newPalm        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform palmArmAttach     = newPalm.transform.FindChild("palm_arm_attach");
            Transform palmFingersAttach = newPalm.transform.FindChild("palm_fingers_attach");
            Transform palmThumbAttach   = newPalm.transform.FindChild("palm_thumb_attach");
            Transform palmPalmDecAttach = newPalm.transform.FindChild("palm_palm_dec_attach");

            FuseAttributes fuseAtts = palmFuses();

            palmArmAttach.gameObject.AddComponent <FuseBehavior>();
            palmArmAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            palmArmAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Palm"));

            palmFingersAttach.gameObject.AddComponent <FuseBehavior>();
            palmFingersAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            palmFingersAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Palm"));

            palmThumbAttach.gameObject.AddComponent <FuseBehavior>();
            palmThumbAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            palmThumbAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Palm"));

            palmPalmDecAttach.gameObject.AddComponent <FuseBehavior>();
            palmPalmDecAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            palmPalmDecAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Palm"));

            instantiated[0] = newPalm;
            partCreated[0]  = true;
            selectionManager.newPartCreated("palmPrefab(Clone)");

            enableManipulationButtons(newPalm);
        }
    }
    public void createRing()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 180, 0);
            GameObject newRing        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform ringCenterBoxLeftAttach    = newRing.transform.FindChild("ring_center_box_left_attach");
            Transform ringCenterBoxRightAttach   = newRing.transform.FindChild("ring_center_box_right_attach");
            Transform ringCenterBoxBackAttach    = newRing.transform.FindChild("ring_center_box_back_attach");
            Transform ringCenterBoxForwardAttach = newRing.transform.FindChild("ring_center_box_forward_attach");

            FuseAttributes fuseAtts = ringFuses();

            ringCenterBoxLeftAttach.gameObject.AddComponent <FuseBehavior>();
            ringCenterBoxLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringCenterBoxLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ring"));

            ringCenterBoxRightAttach.gameObject.AddComponent <FuseBehavior>();
            ringCenterBoxRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringCenterBoxRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ring"));

            ringCenterBoxBackAttach.gameObject.AddComponent <FuseBehavior>();
            ringCenterBoxBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringCenterBoxBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ring"));

            ringCenterBoxForwardAttach.gameObject.AddComponent <FuseBehavior>();
            ringCenterBoxForwardAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringCenterBoxForwardAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ring"));

            instantiated[0] = newRing;
            partCreated[0]  = true;
            selectionManager.newPartCreated("ringPrefab(Clone)");

            enableManipulationButtons(newRing);
        }
    }
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.
    public void createSmallboxYellow()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos               = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation    = Quaternion.Euler(180, 90, 180);
            GameObject newSmallboxYellow = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform smallboxYellowLongboxAttach = newSmallboxYellow.transform.FindChild("smallbox_yellow_longbox_attach");

            FuseAttributes fuseAtts = smallboxYellowFuses();

            smallboxYellowLongboxAttach.gameObject.AddComponent <FuseBehavior>();
            smallboxYellowLongboxAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            smallboxYellowLongboxAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("SmallboxYellow"));

            instantiated[0] = newSmallboxYellow;
            partCreated[0]  = true;
            selectionManager.newPartCreated("tutorial2_smallbox_yellowPrefab(Clone)");

            enableManipulationButtons(newSmallboxYellow);
        }
    }
    public void createUprightL()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 0, 90);
            GameObject newUprightL    = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform uprightLDanglyTAttach = newUprightL.transform.FindChild("upright_L_dangly_T_attach");
            Transform uprightLWaluigiAttach = newUprightL.transform.FindChild("upright_L_waluigi_attach");

            //fixes off center rotation problem
            //bodyChild.transform.localPosition = new Vector3(0,0,0);
            //bodyGripAttach.transform.localPosition = new Vector3(0, -0.35f, 0);
            //bodyStrutLeftAttach.transform.localPosition = new Vector3(-0.6f, 1.4f, -0.42f);
            //bodyStrutRightAttach.transform.localPosition = new Vector3(0.7f, 1.4f, -0.2f);
            //bodyStrutTopAttach.transform.localPosition = new Vector3(0, 1.4f, 0.4f);

            FuseAttributes fuseAtts = uprightLFuses();

            uprightLDanglyTAttach.gameObject.AddComponent <FuseBehavior>();
            uprightLDanglyTAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            uprightLDanglyTAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("UprightL"));

            uprightLWaluigiAttach.gameObject.AddComponent <FuseBehavior>();
            uprightLWaluigiAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            uprightLWaluigiAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("UprightL"));

            instantiated[0] = newUprightL;
            partCreated[0]  = true;
            selectionManager.newPartCreated("upright_LPrefab(Clone)");

            enableManipulationButtons(newUprightL);
        }
    }
示例#10
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.
    public void createHaft()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0);
            GameObject newHaft        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform haftShaftAttach = newHaft.transform.Find("haft_shaft_attach");

            FuseAttributes fuseAtts = haftFuses();

            haftShaftAttach.gameObject.AddComponent <FuseBehavior>();
            haftShaftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            haftShaftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Haft"));

            instantiated[0] = newHaft;
            partCreated[0]  = true;
            selectionManager.newPartCreated("haftPrefab(Clone)");

            enableManipulationButtons(newHaft);
        }
    }
示例#11
0
    public void createPyr()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(180, 0, 90);
            GameObject newPyr         = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform pyrBoxAttach = newPyr.transform.Find("pyr_box_attach");

            FuseAttributes fuseAtts = pyrFuses();

            pyrBoxAttach.gameObject.AddComponent <FuseBehavior>();
            pyrBoxAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            pyrBoxAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Pyr"));

            instantiated[0] = newPyr;
            partCreated[0]  = true;
            selectionManager.newPartCreated("tutorial1_pyrPrefab(Clone)");

            enableManipulationButtons(newPyr);
        }
    }
示例#12
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.

    public void createLeftStrap()
    {
        if (!partCreated[1])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(90, 0, 90);
            GameObject newLeftStrap   = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[1], pos, fuseToRotation)));

            Transform backStraLongBackStrapShortAttach = newLeftStrap.transform.FindChild("back_strap_long_back_strap_short_attach");
            Transform leftStrapVestBaseBottomAttach    = newLeftStrap.transform.FindChild("left_strap_vest_base_bottom_attach");
            Transform leftStrapVestBaseTopAttach       = newLeftStrap.transform.FindChild("left_strap_vest_base_top_attach");



            FuseAttributes fuseAtts = leftStrapFuse();

            backStraLongBackStrapShortAttach.gameObject.AddComponent <FuseBehavior>();
            backStraLongBackStrapShortAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            backStraLongBackStrapShortAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftStrap"));

            leftStrapVestBaseBottomAttach.gameObject.AddComponent <FuseBehavior>();
            leftStrapVestBaseBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            leftStrapVestBaseBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftStrap"));

            leftStrapVestBaseTopAttach.gameObject.AddComponent <FuseBehavior>();
            leftStrapVestBaseTopAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            leftStrapVestBaseTopAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("LeftStrap"));

            instantiated[1] = newLeftStrap;
            partCreated[1]  = true;
            selectionManager.newPartCreated("left_strapPrefab(Clone)");

            enableManipulationButtons(newLeftStrap);
        }
    }
示例#13
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.

    public void createAxle()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(90, 270, 0);
            GameObject newAxle        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform axleLeftSupportAttach       = newAxle.transform.FindChild("axle_left_support_attach");
            Transform axleRightSupportAttach      = newAxle.transform.FindChild("axle_right_support_attach");
            Transform axleThrowingArmLeftAttach   = newAxle.transform.FindChild("axle_throwing_arm_left_attach");
            Transform axleThrowingArmRightAttach  = newAxle.transform.FindChild("axle_throwing_arm_right_attach");
            Transform axleThrowingArmBottomAttach = newAxle.transform.FindChild("axle_throwing_arm_bottom_attach");

            FuseAttributes fuseAtts = axleFuses();

            axleLeftSupportAttach.gameObject.AddComponent <FuseBehavior>();
            axleLeftSupportAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            axleLeftSupportAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle"));

            axleRightSupportAttach.gameObject.AddComponent <FuseBehavior>();
            axleRightSupportAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            axleRightSupportAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle"));

            axleThrowingArmLeftAttach.gameObject.AddComponent <FuseBehavior>();
            axleThrowingArmLeftAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            axleThrowingArmLeftAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle"));

            axleThrowingArmRightAttach.gameObject.AddComponent <FuseBehavior>();
            axleThrowingArmRightAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            axleThrowingArmRightAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle"));

            axleThrowingArmBottomAttach.gameObject.AddComponent <FuseBehavior>();
            axleThrowingArmBottomAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            axleThrowingArmBottomAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Axle"));

            instantiated[0] = newAxle;
            partCreated[0]  = true;
            selectionManager.newPartCreated("axlePrefab(Clone)");

            enableManipulationButtons(newAxle);
        }
    }
示例#14
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.
    public void createBallfoot()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = offscreenCreateLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 90, 0);
            GameObject newBallfoot    = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));
            StartCoroutine(moveToStartingPosition(newBallfoot)); // this creates the zooming up from the ground effect

            Transform ballfootMidfootAttach = newBallfoot.transform.Find("ballfoot_midfoot_attach");
            Transform ballfootToeAttach     = newBallfoot.transform.Find("ballfoot_toe_attach");

            FuseAttributes fuseAtts = ballfootFuses();

            // ballfoot_Midfoot_Attach
            ballfootMidfootAttach.gameObject.AddComponent <FuseBehavior>();
            ballfootMidfootAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ballfootMidfootAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ballfoot"));

            ballfootMidfootAttach.gameObject.AddComponent <FaceSelector>();
            ballfootMidfootAttach.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.left;
            ballfootMidfootAttach.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            ballfootMidfootAttach.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            // ballfoot_Toe_Attach
            ballfootToeAttach.gameObject.AddComponent <FuseBehavior>();
            ballfootToeAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ballfootToeAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("Ballfoot"));

            ballfootToeAttach.gameObject.AddComponent <FaceSelector>();
            ballfootToeAttach.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.right;
            ballfootToeAttach.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            ballfootToeAttach.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            instantiated[0]             = newBallfoot;
            partCreated[0]              = true;
            partButtons[0].interactable = false;

            selectionManager.newPartCreated("ballfootPrefab(Clone)");
        }
    }
示例#15
0
    public void createRingLargePart()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos              = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation   = Quaternion.Euler(0, 180, 0);
            GameObject newRingLargePart = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            Transform ringLargePartCenterBoxSideAttach = newRingLargePart.transform.Find("ring_large_part_center_box_side_attach");
            Transform ringLargePartRingLongPartAttach  = newRingLargePart.transform.Find("ring_large_part_ring_long_part_attach");
            Transform ringLargePartCenterBoxBackAttach = newRingLargePart.transform.Find("ring_large_part_center_box_back_attach");
            Transform ringLargePartRingSmallPartAttach = newRingLargePart.transform.Find("ring_large_part_ring_small_part_attach");
            Transform ringLargePartLeftTriAttach       = newRingLargePart.transform.Find("ring_large_part_tri_attach");

            FuseAttributes fuseAtts = ringLargePartFuses();

            ringLargePartCenterBoxSideAttach.gameObject.AddComponent <FuseBehavior>();
            ringLargePartCenterBoxSideAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringLargePartCenterBoxSideAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RingLargePart"));

            ringLargePartRingLongPartAttach.gameObject.AddComponent <FuseBehavior>();
            ringLargePartRingLongPartAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringLargePartRingLongPartAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RingLargePart"));

            ringLargePartCenterBoxBackAttach.gameObject.AddComponent <FuseBehavior>();
            ringLargePartCenterBoxBackAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringLargePartCenterBoxBackAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RingLargePart"));

            ringLargePartRingSmallPartAttach.gameObject.AddComponent <FuseBehavior>();
            ringLargePartRingSmallPartAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringLargePartRingSmallPartAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RingLargePart"));

            ringLargePartLeftTriAttach.gameObject.AddComponent <FuseBehavior>();
            ringLargePartLeftTriAttach.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            ringLargePartLeftTriAttach.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("RingLargePart"));

            instantiated[0] = newRingLargePart;
            partCreated[0]  = true;
            selectionManager.newPartCreated("ring_large_partPrefab(Clone)");

            enableManipulationButtons(newRingLargePart);
        }
    }
示例#16
0
    //CHANGE these next 5 methods so that they refer to the 5 prefabs you made. This requires you to
    // change most of the variables and strings in each method.
    public void createBottomPointLeft()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos                = createLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation     = Quaternion.Euler(0, 90, 0);
            GameObject newBottomPointLeft = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));

            GameObject bottomPointLeftHeadAttach  = GameObject.Find("bottom_point_left_head_attach");
            GameObject bottomPointLeftRightAttach = GameObject.Find("bottom_point_left_right_attach");

            FuseAttributes fuseAtts = bottomPointLeftFuses();

            bottomPointLeftHeadAttach.AddComponent <FuseBehavior>();
            bottomPointLeftHeadAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bottomPointLeftHeadAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BottomPointLeft"));

            bottomPointLeftRightAttach.AddComponent <FuseBehavior>();
            bottomPointLeftRightAttach.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            bottomPointLeftRightAttach.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("BottomPointLeft"));

            instantiated[0]             = newBottomPointLeft;
            partCreated[0]              = true;
            partButtons[0].interactable = false;

            selectionManager.newPartCreated("bottom_point_leftPrefab(Clone)");

            enableManipulationButtons(newBottomPointLeft);
        }
    }
示例#17
0
    public void createB3p1()
    {
        if (!partCreated[0])
        {
            clearPartsCreated();
            Vector3    pos            = offscreenCreateLoc; // this is where the object will appear when it's instantiated
            Quaternion fuseToRotation = Quaternion.Euler(0, 270, 180);
            GameObject newB3p1        = rotateGizmo.Enable(LoadUtils.InstantiateParenter((GameObject)Instantiate(parts[0], pos, fuseToRotation)));
            StartCoroutine(moveToStartingPosition(newB3p1)); // this creates the zooming up from the ground effect

            Transform b3p1_bb3_a1 = newB3p1.transform.Find("b3p1_bb3_a1");
            Transform b3p1_bb3_a2 = newB3p1.transform.Find("b3p1_bb3_a2");
            Transform b3p1_bb3_a3 = newB3p1.transform.Find("b3p1_bb3_a3");
            Transform b3p1_bb3_a4 = newB3p1.transform.Find("b3p1_bb3_a4");
            Transform b3p1_bb3_a5 = newB3p1.transform.Find("b3p1_bb3_a5");
            Transform b3p1_bb3_a6 = newB3p1.transform.Find("b3p1_bb3_a6");

            FuseAttributes fuseAtts = b3p1Fuses();

            //b3p1_bb3_a1
            b3p1_bb3_a1.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a1.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a1.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a1.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a1.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.forward;
            b3p1_bb3_a1.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a1.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            //b3p1_bb3_a2
            b3p1_bb3_a2.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a2.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a2.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a2.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a2.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.down;
            b3p1_bb3_a2.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a2.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            //b3p1_bb3_a3
            b3p1_bb3_a3.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a3.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a3.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a3.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a3.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.forward;
            b3p1_bb3_a3.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a3.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            //b3p1_bb3_a4
            b3p1_bb3_a4.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a4.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a4.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a4.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a4.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.up;
            b3p1_bb3_a4.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a4.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            //b3p1_bb3_a5
            b3p1_bb3_a5.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a5.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a5.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a5.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a5.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.left;
            b3p1_bb3_a5.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a5.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            //b3p1_bb3_a6
            b3p1_bb3_a6.gameObject.AddComponent <FuseBehavior>();
            b3p1_bb3_a6.gameObject.GetComponent <FuseBehavior>().setFuseTo(fuseAtts);
            b3p1_bb3_a6.gameObject.GetComponent <FuseBehavior>().setButtonTo(GameObject.Find("B3p1"));

            b3p1_bb3_a6.gameObject.AddComponent <FaceSelector>();
            b3p1_bb3_a6.gameObject.GetComponent <FaceSelector>().selectedNormal = Vector3.right;
            b3p1_bb3_a6.gameObject.GetComponent <FaceSelector>().setSelectPartScript(GameObject.Find("EventSystem").GetComponent <SelectPart>());
            b3p1_bb3_a6.gameObject.GetComponent <FaceSelector>().setFuseButton(GameObject.Find("FuseButton").GetComponent <Button>());

            instantiated[0]             = newB3p1;
            partCreated[0]              = true;
            partButtons[0].interactable = false;

            selectionManager.newPartCreated("b3p1Prefab(Clone)");
        }
    }