using UnityEngine; public class CreateVase : MonoBehaviour { public static void AddVase() { //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 + h / 2; float pz = DOIT.GetScenePos("pz", os); float rx = DOIT.GetScenePos("rx", os); float ry = 0; float rz = DOIT.GetScenePos("rz", os); if (PAINT.SEL == "ceil") py = _G.HEIGHT / 2 - h / 2; 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 = "vase" + _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] = "Vase";//Category C[3] = "UNLOCK"; //lock or unlock C[4] = "Vase"; C[6] = w.ToString(); C[7] = h.ToString(); C[8] = d.ToString(); //C[9] = t.ToString(); // C[11] = Xd.ToString(); //xd On x axe distance wide C[12] = (0).ToString(); //yd On y axe distance wide C[13] = Zd.ToString(); //zd On z axe distance wide C[14] = px.ToString() + "," + py.ToString() + "," + pz.ToString(); C[15] = (px).ToString(); //pos X 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[36] = _G.SC[36]; C[37] = _G.SC[37]; C[38] = _G.SC[38]; C[60] = _G.SC[4]; //color 1 C[61] = _G.SC[5]; //color 2 //C[62] = _G.SC[6]; //Color 3 print("C[61]===cv="+C[61]); C[89] = C[0];//Groupe string ConstructVase.AddVase(_G.OBJnum); _G.OBJnum += 1; } }