示例#1
0
 private void UpdateHighlight()
 {
     if (StuffPlacer.GameObjectIntersectingStuffOrWouldDestroyWires(StackedBoard))
     {
         CurrentPlacementIsValid = false;
         StuffPlacer.SetObjectOutlineColor(StackedBoard, OutlineColor.red);
     }
     else
     {
         CurrentPlacementIsValid = true;
         StuffPlacer.SetObjectOutlineColor(StackedBoard, OutlineColor.green);
     }
 }
示例#2
0
    public void Initialize()
    {
        RaycastHit hit;

        if (Physics.Raycast(FirstPersonInteraction.Ray(), out hit, Settings.ReachDistance, Wire.IgnoreWiresLayermask))
        {
            if (hit.collider.tag == "CircuitBoard")
            {
                GameObject StackThis = hit.collider.gameObject;
                if (Input.GetButton("Mod"))
                {
                    GameObject RootBoard = hit.collider.transform.root.gameObject;
                    if (RootBoard.tag == "CircuitBoard")
                    {
                        StackThis = RootBoard;
                    }                                                               // make sure to check for circuitboard in case of mounts
                }

                BoardBeingStacked             = StackThis;
                BoardBeingStackedCircuitBoard = StackThis.GetComponent <CircuitBoard>();
                AllSubBoardsInvolvedWithStacking.Add(BoardBeingStacked);
                BoardBeingStacked.AddComponent <cakeslice.Outline>(); // added before we get the copy so clones will have it too
                BoardBeingStackedCopy = Instantiate(BoardBeingStacked, new Vector3(-1000, -1000, -1000), BoardBeingStacked.transform.rotation);

                GameplayUIManager.UIState = UIState.StackBoardMenu;
                Canvas.enabled            = true;
                IterationsInput.ActivateInputField();

                StuffPlacer.SetObjectOutlineColor(BoardBeingStacked, OutlineColor.blue);

                // so that you don't accidentally crash your PC when you first stacked on a simple board then you go to stack on a complex board. Don't set iterations directly for
                // the reason outlined below
                TrueIterations = 1;

                // Using Invoke because for some reason this MUST be done a frame later. If it is not, outputs have duplicated geometry
                Invoke("ShittyHackThatShouldntExist", 0.01f);
                return;
            }
        }

        SoundPlayer.PlaySoundGlobal(Sounds.FailDoSomething);
        GameplayUIManager.UIState = UIState.None;
    }