using UnityEngine; using System.Globalization; public class CreateBloc : MonoBehaviour { public static void AddBloc() { //Dimension float w = DOIT.ConvertStringToNumber(_G.SC[1]); float h = DOIT.ConvertStringToNumber(_G.SC[2]); float d = DOIT.ConvertStringToNumber(_G.SC[3]); float os = d / 2; float ff = DOIT.ConvertStringToNumber(_G.ff); float px = 0; float py=-_G.HEIGHT / 2 + h / 2; float pz = DOIT.GetScenePos("pz", os); float rx = 0; float ry = 0; float rz = 0; //Position if (PAINT.SEL == "floor" || PAINT.SEL == "ceil") { px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } py = -_G.HEIGHT / 2 + ff + h / 2;//-_G.HEIGHT / 2-py+h/2 if (SceneModeManager.CompareSceneMode(SceneModes.SnapOn)) { py = 100; px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } if (PAINT.SEL != "floor") { px = DOIT.GetScenePos("px", os); pz = DOIT.GetScenePos("pz", os); rx = DOIT.GetScenePos("rx", os); ry = DOIT.GetScenePos("ry", os); rz = DOIT.GetScenePos("rz", os); } string name = "bloc" + _G.OBJnum.ToString(); SceneModeManager.SelectedName = name; _G.OBJs[_G.OBJnum] = new string[100]; string[] C = _G.OBJs[_G.OBJnum]; C[0] = name; C[1] = _G.SC[0];//Model C[2] = "Bloc";//Category C[3] = "UNLOCK"; //lock or unlock C[4] = "BL"; // C[6] = w.ToString(); C[7] = h.ToString(); C[8] = d.ToString(); C[9] = _G.SC[9]; C[15] = px.ToString(); //pos X C[14] = px.ToString() + "," + py.ToString() + "," + pz.ToString(); C[16] = py.ToString(); //pos Y C[17] = pz.ToString(); //pos Z C[18] = rx.ToString(); //rot X C[19] = ry.ToString(); //rot Y C[20] = rz.ToString(); //rot Z C[21] = _G.ff; //dis from floor C[22] = PAINT.SEL; //dis from floor C[24] = "0"; //Inside height C[41] = UIT_MATERIAL.GetRecipeColorFromSimpleColor(_G.SC[4]); print("C[41]================================================" + C[41]);//none,#737373,#ffffffff,#ffffffff,1,0,0.1,0.05 C[60] = "GLOBAL" + _G.G.ToString(); C[89] = C[0];//Groupe string ConstructBloc.AddBloc(_G.OBJnum); _G.OBJnum += 1; } }