using UnityEngine; using System.Globalization; public class CreateWindow : MonoBehaviour { public static void AddWindow() { float w = DOIT.ConvertStringToNumber(_G.SC[1]); float h = DOIT.ConvertStringToNumber(_G.SC[2]); float d = 6; float os = 0; float px = DOIT.GetScenePos("px", os); float ff = DOIT.ConvertStringToNumber(_G.SC[21]); float py = -_G.HEIGHT / 2 + h / 2 + ff;//Floor to button float pz = DOIT.GetScenePos("pz", os); float rx = DOIT.GetScenePos("rx", os); float ry = DOIT.GetScenePos("ry", os); float rz = DOIT.GetScenePos("rz", os); string name = "wind" + _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] = "Window";//Category C[3] = "UNLOCK"; //lock or unlock C[4] = "wind"; //Category model C[6] = w.ToString(); C[7] = h.ToString(); C[8] = d.ToString(); C[13] = os.ToString(); 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.SC[21]; //dis from floor C[22] = PAINT.SEL; //dis from floor //C[60] = _G.SC[0];// _G.Wf; model C[61] = _G.SC[61];//_G.Wm; molding model C[62] = _G.SC[4];//_G.Wcf; color frame C[63] = _G.SC[5];//_G.Wcm; color molding //print("C[63]====from create==="+C[63]); //SPLASH C[54] = UIT.Global(Header.Splash,_G.G);//GlobalSelectionManager.GetValue(GlobalOption.SPLA_9); //Texture C[55] = "0,0,0,0";//left,hight,right,back,Tex,sizeX,sizeY,Rot,Shine C[60] = "GLOBAL"; C[89] = C[0];//Groupe string ConstructWindow.AddWindow(_G.OBJnum); _G.OBJnum += 1; } }