using UnityEngine; using UnityEngine.UI; using System.Collections.Generic; using TMPro; public class _G : MonoBehaviour { public static bool PHOTO=false; public static string VER = "2.7.8";//Version mumber public static string MemberNumber = "";//Member number if login active public static string User = "User";//Admin,Member,User,Free,Ciemetric public static bool UIT = false;//If Ukitchenit server or not public static bool saving;//Activate or not autosaving public static bool savingLocal;//Saving local available or not public static bool savingWeb;//Saving webCloud available or not public static string PATH;//Path for client library to download on member //public static string path;//Path adresee on server public static bool HD = false;//If on hight resolution or not public static string INSCRIPTION = "PY";//Subcription for UIT public static string EMAIL = "";//Email of the user public static string PASS = "";//Password for login public static Vector3 CC = new (0, 0, 0);//Center point of the scene public static bool PDFon = false;//If PDF Panel is on scene will be in HD public static byte[] PDF;//byte of PDF document public static float FPS;//Frame per second number public static string PDFname;//PDF name file public static int L = 1;//Language( 1 English, 2 french, 3 Spanish); public static int S = 0;//System Metric 1 or imperial 0 public static string Sys = " ''";//System symbol; public static string Sys2 = "sqr2";//System symbol area; public static Color pickedColor = Color.white;//picker color color for paint wall public static float CounterHeight = 1.25f;//Counter Height public static float CounterFront = 2f;//Projection counter from cabinet box public static string ROOM;//Room Style R1 t0 R12 public static bool NAVIGATE = true;//If scene is at navigate mode or not public static bool LockInState = false; public static bool Drag = false;//If object is Dragging or not public static float WIDE;//WIDE value of the Room public static float DEPTH;//DEPTH value of the Room public static float HEIGHT;//HEIGHT value of the Room //public static string Woods;//Wood style public static string SUN = "s10";//Sun position public static float price = 0;//price for calculation public static string PriceTotal = "0";//price for calculation public static string PNLSelect = "";//Panel name that is active public static bool PIN = true;//If panel Is Null or not public static string EDITCAT = "";//Category to be Edited ex BackSplash, Counter public static CamSettings CAMSET = CamSettings.Front;//Camera set FRONT, TOP etc.. public static float CameraCliping = 2; public static bool SHOWCAP = false;//Shaow caps name oval on cabinet or not public static bool Load = true;//If Loading is On public static bool Redflag = false;//If Redflag On collition is detect public static float IntensityLight = 1500;//Light intensity for spot in scene public static float IntensitySun = 1;//Sun intensity for direction light public static float LS = 0.5f;//Line scale thicknes plan 2D public static string Color1 = "373435"; public static string Color2 = "BE9A3C"; public static string Form = ""; public static bool NT = false;//New texture on load public static float Floor_Rotation; public static List SelectionToAdd=new(); public static List ObjectInsideSelected = new(); //LIGHTS public static Dictionary LightSetting= new(){ {"SunPosition",180}, {"SunIntensity",0.25f}, {"AmbianceExposer",1.0f}, {"Occlusion",0.25f}, {"SceneLights",5000f}, {"ShadowRoom",0.75f}, {"CeilingIntensity",2000f}, {"GlowBloom",1f}, }; public static Dictionary LightColor= new(){{"WallColorLight",Color.white},{"BaseColorLight",Color.white}}; //Lexique public static Dictionary Lexique= new(); //ADMIN public static Texture2D LOGO; public static Sprite Logo; public static Texture2D BACKGROUND; public static string[] COLS = new string[] { "FFFFFFFF", "150", "FFFFFFFF", "150", "FFFFFFFF", "150", "FFFFFFFF", "150" }; public static string PON;//Panel ON public static string TARGETTEXTURE; public static string CLIPBOARD= ""; public static string LogoSelect; //Row height public static string CODEPATERN = "";//Door cabinet patern door 1 public static string CODEPATERN2 = "";//Door cabinet patern if door 2 //public static string CODE = "";//Door cabinet patern door 1 //public static string CODE2 = "";//Door cabinet patern if door 2 public static float D1W = 12;//Patern wide public static float D2W = 0;//Patern wide public static string VF = "";//Variable Fix recipe public static string VF2 = "";//Variable Fix recipe door 2 ADN26 //Form setup //public static string status = "";//status Form or not (new no JN, old, JN //nJN,old,JN) public static Dictionary ClientInfo = new(){{"Name","" },{"Address","" },{"Email","" },{"Phone","" },{"JobNumber","" },{"Note","" }}; public static Dictionary StoreInfo = new(){{"Name_ID","" },{"Address","" },{"Email","" },{"Phone","" }}; public static string StoreSelect = ""; public static string StoreZone = ""; public static string JobNumber = "";//Job Number public static string FileName = "FN";//File name //Saving public static float SavingTimer;//Second interval to show message to save design public static int BKN=1;//Backup number add when saving on cloud backup public static string[] SOFTCOLOR = new string[10];//HexNumber color and alpha when opening the software(bar,a0, button,a1, icon,a2, Text,a3, BG,a4) public static int NW = 0;//Number of walls in scene public static int NWExterior = 0;//Number of Exterior walls faces in scene public static int NWInterior = 0;//Number of interior walls faces in scene public static bool Down = false;//Draw Pnl Mouse down or not public static bool Open = true;//Draw Pnl if Room Open or not //public static bool PNLOn = true; public static float pixs = 0;//Position X mouse in scene start public static float pixl = 1280;//Position X mouse in scene End public static float piys = 0;//Position Y mouse in scene start public static float piyl = 750;//Position Y mouse in scene End public static Color colorBar = Color.white;//Color Bar at start pnl public static Color colorButton = Color.white;//Color Button public static Color colorIcon = Color.white;//Color Icon public static Color colorText = Color.white;//Color Text public static Color colorBG = Color.white;//Color BackGroud on start //OLD OFSET WALLS//OLD OFSET WALLS public static List OW = new(new Vector2[24]);//OLD WALL POSITION public static List OP = new(new Vector2[24]);//OLD START POINT OF WALL //CREATOR CABINET public static List Rdiv1 = new(); public static List Rdiv2 = new(); public static List Rdiv3 = new(); public static List Rdiv4 = new(); public static List Rdiv5 = new(); public static List Rdiv6 = new(); public static List[] RDIV = new List[6]; public static string RCAT = "BASE"; public static int RTOT = 1; public static int RTOT2 = 1; public static List RDIV1=new(){1,0,0,0,0,0}; public static List RDIV2=new(){1,0,0,0,0,0}; public static List ROW = new(){"","","","","","",}; public static List ROW2 = new(){"","","","","","",}; public static List ROWH1 = new() { 0, 0, 0, 0, 0, 0 }; public static List ROWH2 = new() { 0, 0, 0, 0, 0, 0 }; public static List ROWY1 = new() { 0, 0, 0, 0, 0, 0 }; public static List ROWY2 = new() { 0, 0, 0, 0, 0, 0 }; public static float PW = 24;//Patern wide public static float PH = 30;//Patern HIDE public static float PD = 24;//Patern HIDE public static float PK = 4.5f;//Patern HIDE public static float PT = 1.5f;//Patern HIDE public static float ROW1Y = 0; public static float ROW2Y = 0; public static float ROW3Y = 0; public static float ROW4Y = 0; public static float ROW5Y = 0; public static float ROW6Y = 0; //Global mesures // public static float caBD = 0;//cab base depth //public static float caBH = 0;//cab base height public static float caWD = 0;//cab wall depth public static float caWH = 0;//cab wall height public static float caTH = 0;//cab tall height public static float caKD = 2;//cab kick depth public static float caKH = 0;//cab kick height public static float caCH = 1.25f;//cab counter height public static float smalldrawer = 7f;//small drawer height public static float caWFF = 54;//Cab Wall from floor height public static float caWFC = 6;//Cab Wall from floor height public static float cat = 0.625f;//Cab side panel tickness public static float caCp = 1.75f;//Cab counter projection public static float caKr = 2f;//Cab kick retraction public static float cadt = 0.625f;//Cab Door Thickness public static float DGap = 0;//Door gap space between door and cabinet public static float pnlt = 0.625f;//Pnl Thickness public static float pnlfw = 25.5f;//Pnl fridge wide public static float pnlfh = 84f;//Pnl fridge height public static float pnldww = 25.5f;//Pnl dishwasher wide public static float pnldwh = 34.75f;//Pnl dishwasher height public static float pnlIw = 72f;//Pnl island W wide public static float pnlIh = 34.75f;//Pnl dishwasher wide public static float AngleStep = 15; public static string FonS;//Filler on Sizes public static string ConS; //Counter on sizes public static bool MeasureFromCenter;//Measure Objects From Center //UNDER BASE CABINET KICKS public static string kicks = "LEGKICK";//LEG, KICK, LEGKICK //RECOVER PANEL public static string RECOVER = "ROVER";//RFLOOR, RNOTCH, //Materials public static Material INV; public static Material GRT; public static Material SHADEWALL; public static Material FLATWHITE; //public static Material SHADEWALL2; public static Material MESH; public static Material GGT; public static Material GBT; public static Material GYPSE; public static Material GYPSECEIL; public static Material ST; public static Material BG; public static Material DOORGLASS; public static Material BGPATIO;//Background Patio & wimdows public static Material FLOORMAT; public static Material GROUTHMAT; public static Material OG; //public static Material MATTGREY; public static Material MIRROR; //public static Material CABMAT; public static Material GLASS; public static Material FROSTYGLASS; public static Material SHADOW; public static Material ELEG;//Electro glossy public static Material DOORMATERIAL; public static Material WALLCOLOR; public static Material TRANS; //public static Material MATTEXTURES; public static Material MATTEXTURES_PNL; public static Material TEXTURE; public static Material MAT_WOOD; public static Material MAT_FABRIC; public static Material DOOR_CAB;//Door Model for Cabinet public static Material DOOR_PNL;//Door Model for panel public static Material TEXTURE_CAB;//Door Model for Cabinet public static Material TEXTURE_PNL;//Door Model for panel public static Material COUNTER1; public static Material COUNTER2; public static Material COUNTER3; public static Material GLOW; public static Material WallCabNeonLight; public static Material WallCabSpotLight; public static Material BaseCabNeonLight; public static Material BaseCabSpotLight; //Sprite public static Sprite WEs; public static Sprite WINDs; public static Sprite pat1; public static Sprite pat2; public static Sprite pat3; public static Sprite pat4; public static Sprite pat5; public static Sprite pat6; public static Sprite kno; public static Sprite knoR;// = Resources.Load("Other/knobR") as Sprite; public static Sprite round; public static Sprite patO; public static Sprite patW; public static Sprite patG; public static Sprite patB; public static Sprite patC; public static Sprite patT; public static Sprite btnX; public static Texture2D[] Wood; public static Texture2D[] Fabric; public static int Download_qty=0; public static Dictionary LibraryLoaded = new() { { Files.CABINETList, false }, { Files.CABTEXTUREList, false }, { Files.INTTEXTUREList, false }, { Files.PREFERENCESList, false }, { Files.SOFTCOLORList, false }, { Files.GLOBALSTARTList, false }, { Files.DOORList, false }, { Files.COUNTERList, false }, { Files.KNOBList, false }, { Files.OGEEList, false }, { Files.VALANCEList, false }, { Files.KICKList, false }, { Files.PANELList, false }, { Files.USERList, false }, { Files.FILLERList, false }, { Files.FACIAList, false }, // { Files.FLOORList, false }, // { Files.DOORSUPPLIERList, true }, // { Files.DOORMODELList, false }, // { Files.CORNICEMODELList, false }, // { Files.FASCIAMODELList,false }, // { Files.FILLERMODELList,false }, // { Files.KICKMODELList,false }, // { Files.OGEEMODELList,false }, // { Files.VALANCEMODELList,false }, // { Files.PANELMODELList,false }, // { Files.RECIPESTARTList,false }, // { Files.GLASSList,false }, { Files.CORNICEList, true }, { Files.SPLASHList, true }, { Files.CERAMICList, true }, { Files.BRICKList, true }, { Files.WOODList, true } }; //LIBRARIES public static bool WithHeader = false; public static List Library = new(); public static Dictionary LibraryList = new(); public static List LibraryUsers = new(); public static List LibraryWoods = new(); public static List LibraryCeramics = new(); public static List LibrarySplashs = new(); public static List LibraryBricks = new(); public static List LibraryDIY = new(); public static List LibraryLoads = new(); // temporary variable for loading public static Dictionary LibraryCounters = new(); public static Dictionary LibraryDoors = new(); public static Dictionary LibraryPreferences = new(); public static Dictionary LibraryCabTextures = new(); public static Dictionary LibraryCabinets = new(); public static Dictionary LibraryOgees = new(); public static Dictionary LibraryCornices = new(); public static Dictionary LibraryFacias = new(); public static Dictionary LibraryValances = new(); public static Dictionary LibraryKicks = new(); public static Dictionary LibraryFillers = new(); public static Dictionary LibraryPanels = new(); //public static Dictionary LibraryGlobalStart = new(); public static Dictionary LibrarySoftColors = new (); public static Dictionary LibraryInteriorTextures = new (); public static Dictionary LibraryKnobs = new(); public static Dictionary LibraryItems = new(); //public static List LibraryUsers = new List(); //public static List LibraryWoods = new List(); //public static List LibraryCeramics = new List(); //public static List LibrarySplashs = new List(); //public static List LibraryBricks = new List(); //public static List LibraryDIY = new(); public static Dictionary ProductThumbnails = new(); //UIT LIBRAIRY public static List UIT_LibraryCabTextures= new(); public static List UIT_LibraryGlobalStart= new(); public static List UIT_LibraryPreferences= new(); public static List UIT_LibrarySoftColors= new(); public static List UIT_LibraryDoors= new(); public static List UIT_LibraryMoldings= new (); public static List UIT_LibraryPanels= new(); public static List UIT_LibraryCabinets= new(); public static List UIT_LibraryBoxTextures= new(); public static List UKITCHENIT_LibraryCabinets= new(); //public static List UIT_ClientPrices= new(); public static List UIT_LibraryPrices= new(); public static List UIT_LibraryStores= new(); public static List UIT_LibraryLexique= new(); public static List UIT_LibraryItems= new(); public static List UIT_LibraryTopCounters= new(); public static string UIT_YourLibrary=""; public static string newmodel; public static string Cab_Labrary_On="Cabinet"; //Selected for constructing--------------------------------------------------GLOBALS--------------// //FLOOR public static string FLCs = "WOOD.1,#E2DABD,#A89186,#D4D4D4,1-1,0,1,0.1,0.2,0.3"; //""Plywood12x14,0.25,1,1.5,0,M,ffffff,1,1,0.35,0.5,0"; public static string[] FLC = FLCs.Split(","[0]); //TEXTURES public static string TCs = "COUN.1?1?0.3?D2C69F?D2C69F?NA?r0?M?ffffff?1??1?0.05?0.5?0"; public static string TCsStart = ""; public static List texturesStart = new(); public static string TCsNew= "";//Texture code New //MOLDING WALLS public static string WMKs = "ND,0,0"; public static string[] WMK = WMKs.Split(","[0]); public static string WMOs = "ND,0,0"; public static string[] WMO = WMOs.Split(","[0]); //MATCH public static string PNL; //public static bool BOXMD = true;//Box match door //public static bool PNLMD = true;//Panel match door // public static bool PNLMB = true;//Panel natch box // public static bool KMD = true;//Kick match door // public static bool KMB = true;//Kick Match box // public static bool HMD = true;//Head match door // public static bool HMB = true;//Head Match box // public static bool OMD = true;//Head match door // public static bool OMB = true;//Head Match box // public static bool UMD = true;//Head match door // public static bool UMB = true;//Head Match box //TEXTURTES------------------------------------------------------------------- public static int G = 1; //public static string PCC = "GPNL101,2,FFFFFF,r0,S";//PANEL //public static string HCC = "HEAD000,0,FFFFFF,r0,S";//HEAD CAB //public static string BSC = "SPLA101,2,FFFFFF,r0,G"; //SPLASH //public static string SPC = "SPLA101,2,FFFFFF,r0,G"; //SIDEPNL //public static string BLC = "WOOD101,2,FFFFFF,r0,G"; //BLOC //public static string CTC = "COUN102,2,FFFFFF,r0,S"; //COUNTER TOP //public static string FIC = "TEXT101,2,FFFFFF,r0,S"; //Filler //public static string BINT = ""; //public static string BBAC = "";///BOX Back //public static string BFIN = "";///BOX Finish //public static string BSHE = "";///BOX Shelf //public static string BREC = "";///BOX RECOVER //SELECT--------------------------------------------------------------------------------------------------------------- public static string[] SC = new string[101];//Selection Code Tempory Variables //Selected for constructing----------------------------------------------------------------------// public static string ff = "0";//Object from floor //Scene Mode--------------------------------------------------------------------------------Scene Mode// //public static SceneModes SM = SceneModes.Start;//SceneMode //OBJ--------------------------------------------------------------------------------OBJ// public static List HIDELIST = new(); public static List GHOSTLIST = new(); //public static List INVISIBLELIST=new(); public static int OBJnum = 0; public static string[][] OBJs = new string[300][]; public static string addOBJ = ""; public static void SetAddOBJ(string newAddOBJ) { addOBJ = newAddOBJ; //Debug.Log($"AddObj set to {addOBJ}"); } public static string movOBJ = ""; //public static string SELECTED = ""; public static List SELECEDLIST = new(); public static int nO; public static string TARGET = ""; public static string HIT = ""; public static string WS = "";//Wall selected public static float mCe;//mesure ceiling public static float mD;//mesure depth public static float mW;//mesure width public static float mH;//mesure Height public static float mK;//mesure Kick //Camera---------------------------------------------------------------------------------Camera// public static float Camx; public static float Camy; public static float Camz; public static float CamA; public static float CamWA; //Room---------------------------------------------------------------------------------Room// public static GameObject FLOOR; public static GameObject CEIL; public static int closingWall = 1; public static Vector3 endPoint; public static List WALL = new(new GameObject[24]);//Array game //public static List Ws = new(new GameObject[24]); public static GameObject Cs; public static GameObject Fs; //INTERIOR WALL public static List WALLS_HIDDEN_LIST=new(); //public static List ExteriorWallPoints=new(); public static List CORNER_POINTS_HEIGHT=new(); public static bool EXTERIOR_WALL_PLAN_CLOSED=false; public static bool isExteriorWall; public static WallLine SelectedWall2D; public static WallPoint SelectedPoint2D; public string WallCategorySelected; public static List INTERIOR_WALLS; public static WallPoint StartPoint2D; public static WallPoint EndPoint2D; public static List InteriorWallsPoints=new(); public static List ExteriorWalllist=new(); public static List InteriorWalllist=new(); public static List CategoryWalllist=new(); public static List ThicknessyWalllist=new(); public static List HeightyWalllist=new(); public static List WallAssociateWallLine=new();//w1_5 public static List WallsMaterial = new(new Material[24]); public static List WallsColor = new(new string[24]); public static Vector3 RoomOffset; public static List WallsTexture = new(new string[24]); public static List WallsWidth = new(new float[24]);//Wall Wide public static List WallsAngle = new(new float[24]); //public static List wES = new(new Vector3[24]);//Wall Edge //public static Vector3[] MesurePointStart = new Vector3[24];//Wall mesure point Start //public static Vector3[] MesurePointEnd = new Vector3[24];//Wall mesure point End public static List WallsPointStart = new(new Vector2[24]);//Wall point Start public static List WallsPointCenter = new(new Vector2[24]);//wALL CENTER POINT public static bool MesureONOFF=false; public static List WallsDirection = new(new int[24]);//wALL DIRECTION 1 to 8 public static int MVC = 0; //Mesure value to change public static List InteriorBackEndWall; public static float ceilx = 0; public static float ceily = 0; public static float ceilz = 0; public static float ceilw; public static float ceild; public static string ceilt = "GypseHorizontal"; public static float ceiltsw; public static float ceiltsh; public static float ceilcol; public static Material ceilm; public static float floorx = 0; public static float floory; public static float floorz = 0; public static float floorw; public static float floord; public static string ftex; public static float ftsw; public static float ftsh; public static string fGSM; //Messure---------------------------------------------------------------------------------Messure// public static int System = 1;//1 Imperial 2 Metric public static Text VT; public static TMP_Text VTP; public static string VTcat;//TMP or ST (standard) public static string V;//Value public static float Vo;//Value old public static float m101; public static float m102; public static float m103; public static float m104; public static float m105; public static float m106; public static float m107; public static float m108; public static float m109; public static float m110; public static float m111; public static float m112; //Molding---------------------------------------------------------------------------------Molding// public static GameObject base1; public static GameObject base2; public static GameObject base3; public static GameObject base4; public static GameObject base5; public static GameObject base6; public static GameObject base7; public static GameObject base8; public static GameObject ogee1; public static GameObject ogee2; public static GameObject ogee3; public static GameObject ogee4; public static GameObject ogee5; public static GameObject ogee6; public static GameObject ogee7; public static GameObject ogee8; public static bool deleteLastWall = false; //_key, _saveLink, _file are Used in MenuScript.cs public static string _key = ""; public static string _saveLink; public static string _file = ""; public static string _mt = ""; public static string _mtfile; public static bool TOUCH = false; public static bool Mobile = false; public static float _MinDistanceToCamera =100f; public static Vector3 _DefaultCameraFocusPoint = Vector3.zero; public static Vector3 _DefaultCameraPosition = new (0.0f, 0.0f, -150.0f); public static Quaternion _DefaultCameraRotation = Quaternion.identity; //2023 public static string _ROOM_ID; public static string _SOURCE; //public static string[] _beforeDataTemp; public static Vector3 _beforePos = Vector3.zero; public static Dictionary _Paths = new() { { Paths.Free, "free" }, // header { Paths.Free_Test, "free_test" }, // header { Paths.Kwizine, "kwizine" }, // header { Paths.Bain_Depot, "baindepot" }, // header { Paths.Kitchens_Depot, "kitchensdepot" }, // header { Paths.Kab_Solution, "kabsolution" }, // header { Paths.Armoire_Depot, "armoiredepot" }, // header { Paths.BMR, "bmr" }, // header { Paths.RONA, "rona" }, // header { Paths.Collection_Elite, "collection_elite" }, // header { Paths.KENT, "kent" }, // header { Paths.HomeHardware, "homehardware" }, // header { Paths.LAMINAM, "laminam" }, // header { Paths.CANAC, "canac" }, // header { Paths.Cabinets_ToGo, "cabinetstogo" }, // header { Paths.Saint_Laurent, "saint-laurent" }, // header }; public static Dictionary _useNewFormat = new() { { Paths.Free, false}, // header { Paths.Free_Test,true }, // header { Paths.Kab_Solution, false},// header { Paths.Kwizine, false }, // header { Paths.Bain_Depot,false}, // header { Paths.Kitchens_Depot,false}, // header { Paths.Armoire_Depot,false}, // header { Paths.BMR,false}, // header { Paths.RONA,false}, // header { Paths.Collection_Elite,false}, // header { Paths.KENT,false}, // header { Paths.HomeHardware,false}, // header { Paths.LAMINAM,false}, // header { Paths.CANAC,false}, // header { Paths.Cabinets_ToGo,false}, // header { Paths.Saint_Laurent,false}, // header }; public static Paths GetPath(string value) { foreach (var keyValue in _Paths) { //Debug.Log(keyValue.Value + " == " + value + " = " + keyValue.Value == value); if (keyValue.Value == value) return keyValue.Key; } return Paths.NULL; } public static bool CompareCurrentClient(Paths path) { _Paths.TryGetValue(path, out string pathToCompare); return pathToCompare == PATH; } public static bool CompareCurrentClient(string path) { return path == PATH; } public static string ref_type; public static string ref_id; public static bool IsEditor { get; set; } //ROOM POINTS public static List[] FloorPoints; public static List[] CeilingPoints; public static List[] ExteriorWallPoints; static public bool CheckIfLibraryUseNewFormat(string path) { Paths currentPaths = GetPath(path); if (currentPaths == Paths.NULL) { Debug.Log("No Key Exist for " + path); return false; } return _useNewFormat[currentPaths]; } public static bool UseNewCsvFormat; public static string GetBaseLibraryKey(string currentKeyPassed) { if (currentKeyPassed == _Paths[Paths.Kab_Solution]) { return _Paths[Paths.Kab_Solution]; } else if (currentKeyPassed == _Paths[Paths.Free_Test]) { return _Paths[Paths.Free]; } else if (currentKeyPassed == _Paths[Paths.Bain_Depot]) { return _Paths[Paths.Bain_Depot]; } else if (currentKeyPassed == _Paths[Paths.Kitchens_Depot]) { return _Paths[Paths.Kitchens_Depot]; } else if (currentKeyPassed == _Paths[Paths.Armoire_Depot]) { return _Paths[Paths.Armoire_Depot]; } else if (currentKeyPassed == _Paths[Paths.BMR]) { return _Paths[Paths.BMR]; } else if (currentKeyPassed == _Paths[Paths.RONA]) { return _Paths[Paths.RONA]; } else if (currentKeyPassed == _Paths[Paths.Collection_Elite]) { return _Paths[Paths.Collection_Elite]; } else if (currentKeyPassed == _Paths[Paths.KENT]) { return _Paths[Paths.KENT]; } else if (currentKeyPassed == _Paths[Paths.HomeHardware]) { return _Paths[Paths.HomeHardware]; } else if (currentKeyPassed == _Paths[Paths.LAMINAM]) { return _Paths[Paths.LAMINAM]; } else if (currentKeyPassed == _Paths[Paths.CANAC]) { return _Paths[Paths.CANAC]; } else if (currentKeyPassed == _Paths[Paths.Cabinets_ToGo]) { return _Paths[Paths.Cabinets_ToGo]; } else if (currentKeyPassed == _Paths[Paths.Saint_Laurent]) { return _Paths[Paths.Saint_Laurent]; } else { return currentKeyPassed; } } public static Dictionary _prefixes = new Dictionary { {Files.CABTEXTUREList.ToString(),"ME" }, { Files.CABINETList.ToString(), "CA" }, {Files.COUNTERList.ToString(), "CO" }, { Files.KNOBList.ToString(), "KN" }, {Files.DOORList.ToString(), "DO" }, {Files.DOORMODELList.ToString(), "MD" }, //{Files.DOORSUPPLIERList.ToString(), "SD" }, {Files.KICKList.ToString(), "KI"}, {Files.OGEEList.ToString(), "OG"}, {Files.PANELList.ToString(), "PA" }, {Files.FILLERList.ToString(), "FI" }, {Files.FACIAList.ToString(), "FA" }, {Files.CORNICEList.ToString(), "CR" }, {Files.VALANCEList.ToString(), "VA" }, {Files.INTTEXTUREList.ToString(), "MI" }, {Files.GLOBALSTARTList.ToString(), "GS" }, {Files.PREFERENCESList.ToString(), "PR" }, {Files.SOFTCOLORList.ToString(), "SC" } }; public static Dictionary _prefixesValue = new Dictionary { {"ME", Files.CABTEXTUREList.ToString()}, {"CA", Files.CABINETList.ToString()}, {"CO" , Files.COUNTERList.ToString() }, { "KN" , Files.KNOBList.ToString() }, {"DO" , Files.DOORList.ToString() }, {"MD" , Files.DOORMODELList.ToString() }, //{"SD" , Files.DOORSUPPLIERList.ToString() }, {"KI" , Files.KICKList.ToString()}, {"OG" , Files.OGEEList.ToString()}, {"PA" , Files.PANELList.ToString() }, {"FI" , Files.FILLERList.ToString() }, {"FA" , Files.FACIAList.ToString() }, {"CR" , Files.CORNICEList.ToString() }, {"VA" , Files.VALANCEList.ToString() }, {"MI" , Files.INTTEXTUREList.ToString() }, {"GS" , Files.GLOBALSTARTList.ToString() }, {"PR" , Files.PREFERENCESList.ToString() }, {"SC" , Files.SOFTCOLORList.ToString() } }; }