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m_RemovedComponents: [] - m_SourcePrefab: {fileID: 100100000, guid: 621af6a106a5e4a4ea9bb091f9efc216, type: 3} diff --git a/unity/Assets/Scripts/MenuActions.cs b/unity/Assets/Scripts/MenuActions.cs index 9f0c84a..1257388 100644 --- a/unity/Assets/Scripts/MenuActions.cs +++ b/unity/Assets/Scripts/MenuActions.cs @@ -6,8 +6,8 @@ public class MenuActions : MonoBehaviour { - public float defaultLength = 30f; public VRInputManager inputModule; + public GameObject spawnPoint; public void ReloadScene() { SceneManager.LoadScene(SceneManager.GetActiveScene().name); @@ -17,10 +17,9 @@ public void SpawnBuilding(GameObject building) { GameObject newObject = Instantiate(building); newObject.GetComponent().useGravity = true; - Vector3 buildingPosition = Camera.main.transform.TransformPoint(Vector3.forward * defaultLength); - buildingPosition.y = Camera.main.transform.position.y; - newObject.transform.position = buildingPosition; + Vector3 buildingPosition = spawnPoint.transform.position; newObject.transform.localScale = new Vector3(1f, 1f, 1f); + newObject.transform.position = buildingPosition; inputModule.ToggleMenu(true); inputModule.ActivateActionSet(inputModule.movingBuildingsSet, 1000); } diff --git a/unity/Assets/Scripts/PlayableBuilding.cs b/unity/Assets/Scripts/PlayableBuilding.cs index 5592ec9..590b3e4 100644 --- a/unity/Assets/Scripts/PlayableBuilding.cs +++ b/unity/Assets/Scripts/PlayableBuilding.cs @@ -1,16 +1,35 @@ -using System.Collections; +//======================================= 2019, Stéphane Malta e Sousa, sitn-vr ======================================= +// +// This controls the state of the building +// +//===================================================================================================================== + +using System.Collections; using System.Collections.Generic; using UnityEngine; +/// +/// Playable building is mean de be added to a building wrapper +/// The building wrapper needs a BoxCollider. +/// public class PlayableBuilding : MonoBehaviour { - private GameObject building; + private GameObject buildingWrapper; private readonly Vector3[] colliderVertices = new Vector3[4]; - // Start is called before the first frame update + private bool isValid; + private Material wallMaterial; + private readonly string wallMaterialName = "white"; + private void Start() + { + buildingWrapper = transform.GetChild(0).gameObject; + } + + //------------------------------------------------------ + // Retrieves the 4 bottom vertices of the box collider + //------------------------------------------------------ public Vector3[] GetColliderVertices() { - building = transform.GetChild(0).gameObject; BoxCollider bc = transform.GetComponent(); colliderVertices[0] = bc.transform.position + new Vector3(bc.size.x, -bc.size.y, bc.size.z) * 0.5f; colliderVertices[1] = bc.transform.position + new Vector3(-bc.size.x, -bc.size.y, bc.size.z) * 0.5f; @@ -19,9 +38,49 @@ public Vector3[] GetColliderVertices() return colliderVertices; } + //------------------------------------------------------ + // Setter for building validity + //------------------------------------------------------ public void SetValid(bool value) { - print("Building is " + value); + if (value != isValid) + { + isValid = value; + ToogleMaterial(); + } } + //------------------------------------------------------ + // TODO: Use original color instead of hardcoded white + // Changes the color of material according to validity + //------------------------------------------------------ + private void ToogleMaterial() + { + wallMaterial = GetMaterialByName(wallMaterialName); + if (isValid) + { + wallMaterial.color = Color.white; + } else + { + wallMaterial.color = Color.red; + } + } + + //------------------------------------------------------ + // Helper to get a material by name. Be careful as + // material instances are renamed (use of StartsWith()) + //------------------------------------------------------ + private Material GetMaterialByName(string name) + { + Material[] materials = buildingWrapper.GetComponentInChildren().materials; + foreach (Material material in materials) + { + if (material.name.StartsWith(name)) + { + return material; + } + } + // if no material is found by name, return the first one. + return materials[0]; + } } diff --git a/unity/Assets/WorldMachine.meta b/unity/Assets/WorldMachine.meta new file mode 100644 index 0000000..9be76cd --- /dev/null +++ b/unity/Assets/WorldMachine.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 88b167d7efc86a2459d27a67ebb8ded7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/unity/ProjectSettings/DynamicsManager.asset b/unity/ProjectSettings/DynamicsManager.asset index fdc1976..1ff04c3 100644 --- a/unity/ProjectSettings/DynamicsManager.asset +++ b/unity/ProjectSettings/DynamicsManager.asset @@ -17,7 +17,7 @@ PhysicsManager: m_ClothInterCollisionDistance: 0 m_ClothInterCollisionStiffness: 0 m_ContactsGeneration: 1 - m_LayerCollisionMatrix: fffdfffffffdfffffffdfffffffffffffffdfffffffdfffffffffffffffffffffffdffffc8fcffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_LayerCollisionMatrix: fffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff7fffffffffffffffdffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff m_AutoSimulation: 1 m_AutoSyncTransforms: 0 m_ReuseCollisionCallbacks: 1 diff --git a/unity/ProjectSettings/TagManager.asset b/unity/ProjectSettings/TagManager.asset index 4459eeb..383cd26 100644 --- a/unity/ProjectSettings/TagManager.asset +++ b/unity/ProjectSettings/TagManager.asset @@ -14,9 +14,9 @@ TagManager: - - - Player - - - - - - + - Teleport + - Terrain + - Buildings - - -