using UnityEngine; public class CreateWINER : MonoBehaviour { public static void AddWiner() { //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*0.5f; //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)) { py = 100; px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } string PLR = "R";//position Left or Right string name = "wine" + _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] = "Appliance";//Category C[3] = "UNLOCK"; //lock or unlock C[4] = "wine"; // C[5] = "winer"; // C[6] = w.ToString(); C[7] = h.ToString(); C[8] = d.ToString(); C[9] = _G.cat.ToString(); C[10] = "0";//Kick hight C[12] = "0";//Door thickness 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.ff; //dis from floor C[22] = PAINT.SEL; //dis from floor C[23] = PLR; C[24] = "0"; C[27] =_OL.GetValue(C[1],"c1");//Color body C[28] = C[27];//Color Under ///COUNTER TOP string CP = DOIT.CNs(_G.caCp);//Counter projection string CH = DOIT.CNs(_G.caCH);//Counter height C[41] =UIT.Global(Header.Counter,_G.G);//Texture Counter C[42] = CH + "_0_0_0," + CP + "_0,_0_0";//Hight, projection 1, ... C[45] = "OFF";//Counter side Left ON/OFF C[46] = "OFF";//Counter side back ON/OFF C[47] = "OFF";//Counter side right ON/OFF C[49] = "COLLISION";//COLLISION or GHOST for counter //SPLASH C[54] = UIT.Global(Header.Splash,_G.G); C[55] = "0,0,0,0"; ;//left,hight,right,back,Tex,sizeX,sizeY,Rot,Shine C[60] = "GLOBAL" + _G.G.ToString(); //RECOVER PANEL C[80] = UIT.Global(Header.Finish,_G.G); C[81] = "0,0,0,0";//Recover Panel on S2 //SIDE DWPAN C[82] = "0,0,0,0";//Side Panel on S2 C[89] = C[0];//Groupe string ConstructWiner.AddWiner(_G.OBJnum); _G.OBJnum += 1; } }