using UnityEngine; using UnityEngine.UI; public class BlocSelect : MonoBehaviour { /* public void category() { _G.Ocat = this.name; if (_G.Ocat == "Colum") { _G.Oh = DOIT.CNs(_G.HEIGHT); _G.Ow = "12 ''"; _G.Od = "12 ''"; _G.ff = "0"; } if (_G.Ocat == "Beam") { _G.Oh = "12 ''"; _G.Ow = DOIT.CNs(_G.WIDE); _G.Od = "12 ''"; _G.ff = DOIT.CNs( _G.HEIGHT-DOIT.CSn(_G.Oh) ); } if (_G.Ocat == "Wall") { _G.Oh = DOIT.CNs(_G.HEIGHT); _G.Ow = "24 ''"; _G.Od = "4 ''"; _G.ff = "0"; } if (_G.Ocat == "Shelf") { _G.Oh = "2 ''"; _G.Ow = "36 ''"; _G.Od = "10 ''"; _G.ff = "42"; } if (_G.Ocat == "Bloc") { _G.Oh = "36 ''"; _G.Ow = "12 ''"; _G.Od = "12 ''"; _G.ff = "0"; } if (_G.Ocat == "Back") { _G.Oh = "36 ''"; _G.Ow = "36 ''"; _G.Od = "1"; _G.ff = "36"; } GameObject.Find("mH").gameObject.GetComponent().text = _G.Oh; GameObject.Find("mW").gameObject.GetComponent().text = _G.Ow; GameObject.Find("mD").gameObject.GetComponent().text = _G.Od; GameObject.Find("mFF").gameObject.GetComponent().text = _G.ff; } public void texture() { _G.Otex = this.name; float swh = 0; if (_G.Otex.Substring(0, 1) == "f") { swh = 48; } if (_G.Otex.Substring(0, 1) == "w") { swh = 48; } if (_G.Otex.Substring(0, 1) == "c") { swh = 24; } if (_G.Otex.Substring(0, 1) == "g") { swh = 12; } if (_G.Otex.Substring(0, 1) == "s") { swh = 48; } _G.Ots = DOIT.CNs(swh); } public void color() { _G.Oc1 = this.name; } public void rotation() { _G.Otr = this.name; } public void size() { _G.Ots = this.name; } public void HelpOver() { GameObject.Find("BLOCpnl").transform.Find("TEXT").gameObject.SetActive(true); } public void HelpOut() { GameObject.Find("BLOCpnl").transform.Find("TEXT").gameObject.SetActive(false); } public void finishCat() { string cat = this.name; GameObject S = GameObject.Find("SCROLL").gameObject; //All selection false for (int i = 0; i < S.transform.childCount; i++) { S.transform.GetChild(i).gameObject.SetActive(false); } S.transform.Find("S_"+cat).gameObject.SetActive(true); } public void SetPnlStart() { _G.SC[0] = "Bloc"; //Texture category _G.Otcat = "FW"; //Texture category _G.Otex="FW101"; //Texture _G.Oc1 = "FFFFFF"; //color _G.Otr = "r0"; ; //Rotation _G.Ots = "48"; ; //size _G.Otg = "M"; ; //Glossyness GameObject.Find("Model").transform.Find(_G.SC[0]).gameObject.GetComponent().isOn = true; _G.addOBJ = "bloc"; }*/ }