using UnityEngine; using System.Globalization; public class CreateCounter : MonoBehaviour { public static void AddCounter() { float w = DOIT.ConvertStringToNumber(_G.SC[1]); float h = DOIT.ConvertStringToNumber(_G.SC[2]); float d = DOIT.ConvertStringToNumber(_G.SC[3]); float t = DOIT.ConvertStringToNumber(_G.SC[4]); float os = d / 2; float px = 0; float py = 0; float pz = 0; float rx = 0; float ry = 0; float rz = 0; py = -_G.HEIGHT / 2 + DOIT.ConvertStringToNumber(_G.ff) + h / 2; if (PAINT.SEL == "floor") { px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } if (PAINT.SEL == "ceil") py = _G.HEIGHT / 2 - h / 2; if (PAINT.SEL != "floor" && PAINT.SEL != "ceil") { 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); } if (SceneModeManager.CompareSceneMode(SceneModes.SnapOn)) { py = 0; px = 0; pz = 0; rx = 0; ry = 0; rz = 0; } string name = "coun" + _G.OBJnum.ToString(CultureInfo.InvariantCulture); SceneModeManager.SelectedName = name; _G.OBJs[_G.OBJnum] = new string[100]; _G.OBJs[_G.OBJnum][0] = name; _G.OBJs[_G.OBJnum][1] = _G.SC[0];//Model _G.OBJs[_G.OBJnum][2] = "Counter";//Category _G.OBJs[_G.OBJnum][3] = "LOCK"; //lock or unlock _G.OBJs[_G.OBJnum][4] = "TC"; //TOPCounter _G.OBJs[_G.OBJnum][6] = w.ToString(CultureInfo.InvariantCulture); _G.OBJs[_G.OBJnum][7] = h.ToString(CultureInfo.InvariantCulture); _G.OBJs[_G.OBJnum][8] = d.ToString(CultureInfo.InvariantCulture); _G.OBJs[_G.OBJnum][9] = t.ToString(CultureInfo.InvariantCulture); _G.OBJs[_G.OBJnum][15] = (px).ToString(CultureInfo.InvariantCulture); //pos X _G.OBJs[_G.OBJnum][16] = (py).ToString(CultureInfo.InvariantCulture); //pos Y _G.OBJs[_G.OBJnum][17] = (pz).ToString(CultureInfo.InvariantCulture); //pos Z _G.OBJs[_G.OBJnum][18] = (rx).ToString(CultureInfo.InvariantCulture); //rot X _G.OBJs[_G.OBJnum][19] = (ry).ToString(CultureInfo.InvariantCulture); //rot Y _G.OBJs[_G.OBJnum][20] = (rz).ToString(CultureInfo.InvariantCulture); //rot Z _G.OBJs[_G.OBJnum][21] = _G.ff; //dis from floor _G.OBJs[_G.OBJnum][22] = PAINT.SEL; //dis from floor //texture _G.OBJs[_G.OBJnum][60] = "GLOBAL"; _G.OBJs[_G.OBJnum][41] = UIT.Global(Header.Counter,_G.G);//GlobalSelectionManager.GetValue(GlobalOption.COUN_8); ConstructCounter.AddCounter(_G.OBJnum); _G.OBJnum += 1; } }