using UnityEngine; using UnityEngine.UI; public class MoldingShow : MonoBehaviour { static Material Material; public static void DIY_Pnl(string Model , string Texture){ Material=UIT_MATERIAL.GetMaterial(Texture);//GetCabTexture(string ID,"SCENE") GameObject Inputs=Get.o2(_G.PON,"INPUTS"); DOIT.AllChildOff(Inputs); float w,h,d,e,ct,sw; switch(Model){ case "K_1": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 96f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 3f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.625f)); if(_G.PON=="CREATORpnl" )w=12; Model_K_1(w,h,d,Material); break; case "FA_1": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 96f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 12f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.75f)); if(_G.PON=="CREATORpnl" )w=36; Model_FA_1(w,h,d,Material); break; case "FI_1": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 3f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 36f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.625f)); if(_G.PON=="CREATORpnl" )h=30; Model_FI_1(w,h,d,Material); break; case "V_1": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 96f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 2f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.625f)); if(_G.PON=="CREATORpnl" )w=6; Model_V_1(w,h,d,Material); break; case "O_1": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 96f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 3f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.625f)); if(_G.PON=="CREATORpnl" )w=12; Model_O_1(w,h,d,Material); break; case "O_3": w=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Wide", 96f)); h=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Height", 3f)); d=DOIT.ConvertStringToNumber(LibraryCreator.SetInput(Inputs, "Thick", 0.625f)); if(_G.PON=="CREATORpnl" )w=12; Model_O_1(w,h,d,Material); break; } StaticCoroutine.Start( LibraryCreator.RTImageCaroutine( Get.o2( "CREATORpnl/SHOWSELECTION/IMAGE","RawImage"))); // Get.o2("CREATORpnl/SHOWSELECTION/IMAGE","RawImage").GetComponent().texture=LibraryCreator.RTImage(); } public static void DIY_PnlFromList(string Model , string Texture){ print("MoldingShow Model====="+Model); print("MoldingShow Texture====="+Texture); Material=UIT_MATERIAL.GetMaterial(Texture);//GetCabTexture(string ID,"SCENE") GameObject Inputs=Get.o2(_G.PON,"INPUTS"); DOIT.AllChildOff(Inputs); float w,h,d,e,ct,sw; w=DOIT.ConvertStringToNumber(UIT.Value(Library.Molding,Model,Header.Wide)); h=DOIT.ConvertStringToNumber(UIT.Value(Library.Molding,Model,Header.Height)); d=DOIT.ConvertStringToNumber(UIT.Value(Library.Molding,Model,Header.Depth)); LibraryCreator.AddInput(Inputs, "Wide", w); LibraryCreator.AddInput(Inputs, "Height", h); LibraryCreator.AddInput(Inputs, "Thick", d); switch(Model.Split("_")[0]){ case "K": Model_K_1(w,h,d,Material);break; case "FA":Model_FA_1(w,h,d,Material);break; case "FI":Model_FI_1(w,h,d,Material);break; case "O": Model_O_1(w,h,d,Material);break; } StaticCoroutine.Start( LibraryCreator.RTImageCaroutine( Get.o2( "CREATORpnl/SHOWSELECTION/IMAGE","RawImage"))); } ///MODELS public static void Model_K_1(float w,float h, float d,Material Mat){ GameObject Molding=new("Kick"); AddMCX.AddCenter(Molding, w,h,d,d,90,Mat); LibraryCreator.Add3DtoScene(Molding,w,h); } public static void Model_FA_1(float w,float h, float d,Material Mat){ GameObject Molding=new("Fascia"); AddMCX.AddCenter(Molding, w,h,d,d,90,Mat); LibraryCreator.Add3DtoScene(Molding,w,h); } public static void Model_FI_1(float w,float h, float d,Material Mat){ GameObject Molding=new("Filler"); AddMCX.AddCenter(Molding, w,h,d,d,0,Mat); LibraryCreator.Add3DtoScene(Molding,w,h); } public static void Model_V_1(float w,float h, float d,Material Mat){ GameObject Molding=new("Valance"); AddMCX.AddCenter(Molding, w,h,d,d,90,Mat); LibraryCreator.Add3DtoScene(Molding,w,h); } public static void Model_O_1(float w,float h, float d,Material Mat){ GameObject Molding=new("Ogee"); AddMCX.AddCenter(Molding, w,h,d,d,90,Mat); LibraryCreator.Add3DtoScene(Molding,w,h); } }