本文整理汇总了C#中Building.SetTransparentMaterial方法的典型用法代码示例。如果您正苦于以下问题:C# Building.SetTransparentMaterial方法的具体用法?C# Building.SetTransparentMaterial怎么用?C# Building.SetTransparentMaterial使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Building
的用法示例。
在下文中一共展示了Building.SetTransparentMaterial方法的5个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CreateBuilding
public void CreateBuilding(string buildingName)
{
findingPlacement = true;
GameObject newBuilding = (GameObject) Instantiate(ResourceManager.GetBuilding(buildingName), ResourceManager.INVALID_POSITION, Quaternion.identity);
tempBuilding = newBuilding.GetComponent<Building> ();
if(tempBuilding != null)
{
tempBuilding.objectId = ResourceManager.GetNewObjectId();
tempBuilding.hitPoints = 0;
tempBuilding.SetTransparentMaterial(notAllowedMaterial, true);
tempBuilding.SetCollidersAsTrigger(true);
findingPlacement = true;
} else
{
Destroy(newBuilding);
}
}
示例2: CreateBuilding
public void CreateBuilding(string buildingName, Vector3 buildPoint, Unit creator, Rect playingArea)
{
GameObject newBuilding = (GameObject)Instantiate(ResourceManager.GetBuilding(buildingName), buildPoint, new Quaternion());
if(tempBuilding) Destroy(tempBuilding.gameObject); // prevent spawning ghosty buildings
tempBuilding = newBuilding.GetComponent< Building >();
if (tempBuilding)
{
tempCreator = creator;
findingPlacement = true;
tempBuilding.SetTransparentMaterial(notAllowedMaterial, true);
tempBuilding.SetColliders(false);
tempBuilding.SetPlayingArea(playingArea);
}
else
{
Destroy(newBuilding);
}
}
示例3: CreateBuilding
/*** -------------------------------------- ***/
/*** BUILDINGS METHODS ***/
/*** -------------------------------------- ***/
public void CreateBuilding(string buildingName, Vector3 buildPoint, Unit creator, Rect playingArea) {
// Destroy the ghost remnant (if the player does not rightclick, but directly click on a new Building, then, a ghost would remain without that fix)
if (tempBuilding) {
Destroy(tempBuilding.gameObject);
}
GameObject newBuilding = (GameObject)Instantiate(ResourceManager.GetBuilding(buildingName), buildPoint, new Quaternion());
// Create a ghost building to show the player where the placement will be
tempBuilding = newBuilding.GetComponent< Building >();
if (tempBuilding) {
tempCreator = creator;
findingPlacement = true;
tempBuilding.hitPoints = 0;
tempBuilding.SetTransparentMaterial(notAllowedMaterial, true);
tempBuilding.SetColliders(false);
tempBuilding.SetPlayingArea(playingArea);
} else {
WorldObject.RPCDestroy(newBuilding);
}
}
示例4: CreateBuilding
public void CreateBuilding(string buildingName, Vector3 buildPoint, Unit creator)
{
if (tempBuilding)
if (!tempBuilding.UnderConstruction() && !tempBuilding.Constructed())
Destroy(tempBuilding.gameObject);
GameObject newBuilding = (GameObject)Instantiate(ResourceManager.GetBuilding(buildingName), buildPoint, new Quaternion());
tempBuilding = newBuilding.GetComponent< Building >();
if (tempBuilding) {
tempBuilding.ObjectId = ResourceManager.GetNewObjectId();
/* tempBuilding.SetPlayer(this);*/
tempBuilding.name = tempBuilding.name.Substring(0,tempBuilding.name.IndexOf("("));
tempBuilding.name = tempBuilding.name.Trim();
tempCreator = creator;
findingPlacement = true;
tempBuilding.SetTransparentMaterial(notAllowedMaterial, true);
tempBuilding.GetComponent<NavMeshObstacle>().enabled = false;
} else Destroy(newBuilding);
}
示例5: CreateBuilding
public void CreateBuilding(string buildingName, Vector3 buildPoint, Unit creator, Rect playingArea)
{
GameObject newBuilding = (GameObject)Instantiate (ResourceManager.GetBuilding (buildingName), buildPoint, new Quaternion ());
tempBuilding = newBuilding.GetComponent<Building> ();
if (tempBuilding) {
tempBuilding.ObjectId = ResourceManager.GetNewObjectId();
//Debug output
Debug.Log ( creator + creator.ObjectId.ToString() + " spawned a " + buildingName + tempBuilding.ObjectId.ToString());
//***
tempCreator = creator;
findingPlacement = true;
tempBuilding.hitPoints = 0;
tempBuilding.SetTransparentMaterial (notAllowedMaterial, true);
tempBuilding.SetColliders (false);
tempBuilding.SetPlayingArea (playingArea);
} else
Destroy (newBuilding);
}