using UnityEngine; using System.Globalization; public class CreateMirrors : MonoBehaviour { public static void AddMirrors() { //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; //Position float px = DOIT.GetScenePos("px", os); float py = -_G.HEIGHT / 2 + DOIT.ConvertStringToNumber(_G.ff) + h / 2; float pz = DOIT.GetScenePos("pz", os); float rx = DOIT.GetScenePos("rx", os); float ry = DOIT.GetScenePos("ry", os); float rz = DOIT.GetScenePos("rz", os); if (PAINT.SEL == "ceil") py = _G.HEIGHT / 2 - h / 2; if (SceneModeManager.CompareSceneMode(SceneModes.SnapOn)) { px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } //"SnapOn" float Ar = (360 - ry) * Mathf.PI / 180; float Xd = Mathf.Abs(w * Mathf.Cos(Ar)) + Mathf.Abs(d * Mathf.Sin(Ar)); float Zd = Mathf.Abs(w * Mathf.Sin(Ar)) + Mathf.Abs(d * Mathf.Cos(Ar)); string name = "mirr" + _G.OBJnum.ToString(CultureInfo.InvariantCulture); 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] = "Mirrors";//Category C[3] = "LOCK"; //lock or unlock C[6] = w.ToString(CultureInfo.InvariantCulture); C[7] = h.ToString(CultureInfo.InvariantCulture); C[8] = d.ToString(CultureInfo.InvariantCulture); //C[9] = t.ToString(CultureInfo.InvariantCulture); // C[11] = Xd.ToString(CultureInfo.InvariantCulture); //xd On x axe distance wide C[12] = (0).ToString(CultureInfo.InvariantCulture); //xd On x axe distance wide C[13] = Zd.ToString(CultureInfo.InvariantCulture); //zd On z axe distance wide C[15] = (px).ToString(CultureInfo.InvariantCulture); //pos X C[16] = (py).ToString(CultureInfo.InvariantCulture); //pos Y C[17] = (pz).ToString(CultureInfo.InvariantCulture); //pos Z C[18] = (rx).ToString(CultureInfo.InvariantCulture); //rot X C[19] = (ry).ToString(CultureInfo.InvariantCulture); //rot Y C[20] = (rz).ToString(CultureInfo.InvariantCulture); //rot Z C[21] = _G.ff; //dis from floor C[22] = PAINT.SEL; //dis from floor C[89] = C[0];//Groupe string ConstructMirrors.AddMirrors(_G.OBJnum); _G.OBJnum += 1; } }