Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
- [ExecuteInEditMode]
- public class MPCNC_Definition : MonoBehaviour
- {
- [Range(10, 250)]
- public float sizeX, sizeY, sizeZ;
- public Vector3 ToolPosition;
- [HideInInspector]
- public GameObject rodX1, rodX2, rodX3, rodZ1, rodZ2, rodZ3;
- [HideInInspector]
- public GameObject CornerBL, CornerTL, CornerTR, CornerBR;
- [HideInInspector]
- public GameObject XBurly, XBurly2, ZBurly, ZBurly2;
- private float offsetCorrection = -2.35f;
- // Use this for initialization
- void Start()
- {
- }
- // Update is called once per frame
- void Update()
- {
- ToolPosition = new Vector3(Mathf.Clamp(ToolPosition.x, 0, sizeX + 2 * offsetCorrection), Mathf.Clamp(ToolPosition.y, -float.MaxValue, float.MaxValue), Mathf.Clamp(ToolPosition.z, 0, sizeZ + 2 * offsetCorrection));
- Vector3 offset = CornerBL.transform.position;
- //Rod Resize
- rodZ1.transform.localScale = new Vector3(2.5f, sizeZ / 2, 2.5f);
- rodZ2.transform.localScale = new Vector3(2.5f, sizeZ / 2, 2.5f);
- rodZ3.transform.localScale = new Vector3(2.5f, sizeZ / 2, 2.5f);
- rodX1.transform.localScale = new Vector3(2.5f, sizeX / 2, 2.5f);
- rodX2.transform.localScale = new Vector3(2.5f, sizeX / 2, 2.5f);
- rodX3.transform.localScale = new Vector3(2.5f, sizeX / 2, 2.5f);
- //Frame Assembly
- CornerTL.transform.position = offset + new Vector3(0, 0, sizeZ) + 2 * new Vector3(0, 0, offsetCorrection);
- CornerBR.transform.position = offset + new Vector3(sizeX, 0, 0) + 2 * new Vector3(offsetCorrection, 0, 0);
- CornerTR.transform.position = offset + new Vector3(sizeX, 0, sizeZ) + 2 * new Vector3(offsetCorrection, 0, offsetCorrection);
- //Rod Positions
- rodZ1.transform.position = offset + new Vector3(0, 15, sizeZ / 2) + new Vector3(0, 0, offsetCorrection);
- rodZ2.transform.position = offset + new Vector3(sizeX, 15, sizeZ / 2) + new Vector3(offsetCorrection * 2, 0, offsetCorrection);
- rodZ3.transform.position = offset + new Vector3(0, 21.5f, sizeZ / 2) + new Vector3(ToolPosition.x, 0, offsetCorrection);
- rodX1.transform.position = offset + new Vector3(sizeX / 2, 17.5f, 0) + new Vector3(offsetCorrection, 0, 0);
- rodX2.transform.position = offset + new Vector3(sizeX / 2, 17.5f, sizeZ) + new Vector3(offsetCorrection, 0, offsetCorrection * 2);
- rodX3.transform.position = offset + new Vector3(sizeX / 2, 19.2f, 0) + new Vector3(offsetCorrection, 0, ToolPosition.z);
- //Burly Position
- ZBurly.transform.position = offset + new Vector3(0, 15.45f, ToolPosition.z);
- ZBurly2.transform.position = offset + new Vector3(sizeX, 15.45f, ToolPosition.z) + 2 * new Vector3(offsetCorrection, 0, 0);
- XBurly.transform.position = offset + new Vector3(ToolPosition.x, 17.8f, 0);
- XBurly2.transform.position = offset + new Vector3(ToolPosition.x, 17.8f, sizeZ) + 2 * new Vector3(0, 0, offsetCorrection);
- //Middle Assembly
- }
- }
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement