mirror of
https://github.com/tetreum/brickcraft.git
synced 2026-02-20 01:49:29 -06:00
232 lines
8.4 KiB
C#
232 lines
8.4 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Brickcraft
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{
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public class Server : MonoBehaviour
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{
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public static Server Instance;
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public static Dictionary<string, Brick> bricks = new Dictionary<string, Brick>();
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public static Dictionary<int, BrickModel> brickModels = new Dictionary<int, BrickModel>();
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public static Dictionary<string, GameObject> brickPrefabs = new Dictionary<string, GameObject>();
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public static Dictionary<int, Item> items = new Dictionary<int, Item>() {
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{1, new Item(){
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id = 1,
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type = Item.Type.Brick,
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brickModelId = 3003,
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materialName = "MediumNougat",
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name = "Dirt 2x2"
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} },
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{2, new Item(){
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id = 2,
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type = Item.Type.Brick,
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brickModelId = 3022,
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materialName = "BrightYellow",
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name = "A brick"
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} },
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{3, new Item(){
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id = 3,
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type = Item.Type.Brick,
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brickModelId = 3024,
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materialName = "BrightGreen",
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name = "A brick"
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} },
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{4, new Item(){
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id = 4,
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type = Item.Type.Brick,
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brickModelId = 22885,
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materialName = "BrightGreen",
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name = "A brick"
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} },
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{5, new Item(){
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id = 5,
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type = Item.Type.Brick,
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brickModelId = 3003,
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materialName = "TransparentBlue",
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name = "Glass 2x2"
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} },
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{6, new Item(){
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id = 6,
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type = Item.Type.Brick,
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brickModelId = 3001,
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materialName = "MediumNougat",
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name = "Dirt 2x4"
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} },
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};
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public const float studSize = 0.398f;
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public const float plateHeight = (0.478f / 3);
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public GameObject[] prefabs;
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void Awake() {
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Instance = this;
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setupBrickModels();
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processPrefabs();
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}
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private void Start() {
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setupTest();
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}
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void processPrefabs() {
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foreach (var prefab in prefabs) {
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brickPrefabs.Add(prefab.name, prefab);
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}
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}
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void setupTest() {
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spawnBrick(Server.items[1], new Vector3(3.327f, 3, -4.196f), Quaternion.identity);
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spawnBrick(Server.items[1], new Vector3(1.468601f, 0, -4.383173f), Quaternion.identity);
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spawnBrick(Server.items[2], new Vector3(2.374763f, 0.372f, -3.981043f), Quaternion.identity);
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spawnBrick(Server.items[3], new Vector3(0.1108012f, 0.355f, -4.368471f), Quaternion.identity);
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spawnBrick(Server.items[4], new Vector3(-1.03f, 0.15f, -4.299f), Quaternion.identity);
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spawnBrick(Server.items[6], new Vector3(-2.72f, 0.15f, -4.15f), Quaternion.identity);
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float brickWidth = Server.studSize * 2;
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int rectangleSize = 10;
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for (int i = 0; i < rectangleSize; i++) {
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for (int y = 0; y < rectangleSize; y++) {
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spawnBrick(Server.items[1], new Vector3(5.615f + (i * brickWidth), 0f, -3.732f + (y * brickWidth)), Quaternion.identity);
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}
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}
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spawnUnlimitedBlocks();
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}
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// spawn a brick that gives user 100 bricks of that type.
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// For testing.
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void spawnUnlimitedBlocks () {
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Vector3 colliderSize = new Vector3(1.5f, 1.5f, 1.5f);
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Vector3 pos = new Vector3(4.574519f, 0.5f, 5.509473f);
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Brick brick;
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BoxCollider boxCollider;
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BlockAdderTest blockAdder;
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foreach (Item item in items.Values) {
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if (item.type != Item.Type.Brick) {
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continue;
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}
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pos.x -= 2;
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brick = spawnBrick(item, pos, Quaternion.identity);
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boxCollider = brick.gameObject.GetComponent<BoxCollider>();
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boxCollider.isTrigger = true;
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boxCollider.size = colliderSize;
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blockAdder = brick.gameObject.AddComponent<BlockAdderTest>();
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blockAdder.item = item.id;
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}
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}
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public Brick spawnBrick(Item item, Vector3 position, Quaternion rotation) {
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GameObject brickObj = Instantiate(brickPrefabs[item.brickModelId.ToString()], position, rotation);
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Material brickMaterial = item.material;
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if (brickMaterial != null) {
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brickObj.GetComponent<MeshRenderer>().material = brickMaterial;
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}
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Brick brick = new Brick();
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brick.id = System.Guid.NewGuid().ToString();
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brick.itemId = item.id;
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brick.gameObject = brickObj;
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bricks.Add(brick.id, brick);
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brickObj.name = brick.id;
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SoundManager.Instance.play(SoundManager.EFFECT_TAPPING);
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return brick;
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}
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public void removeBrick(Brick brick) {
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bricks.Remove(brick.id);
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Destroy(brick.gameObject);
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}
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private void setupBrickModels() {
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BrickModel brick;
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brick = new BrickModel() {
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type = 3003,
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heightInPlates = 3,
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category = BrickModel.Category.Brick,
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pivot = new Vector3(-(Server.studSize / 2), 0, -(Server.studSize / 2)),
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studs = new Dictionary<int, Dictionary<int, int[]>>() {
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{0, new Dictionary<int, int[]>() {
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{0, new int[]{1, 2} },
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{1, new int[]{0, 3} },
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{2, new int[]{0, 3} },
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{3, new int[]{1, 2} },
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}
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}
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}
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};
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brickModels.Add(brick.type, brick);
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brick = new BrickModel() {
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type = 22885,
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heightInPlates = 6,
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category = BrickModel.Category.Brick,
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pivot = new Vector3(-(Server.studSize / 2), 0, 0),
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studs = new Dictionary<int, Dictionary<int, int[]>>() {
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{0, new Dictionary<int, int[]>() {
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{0, new int[]{1, 2} },
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{1, new int[]{0, 3} },
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{2, new int[]{0, 3} },
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{3, new int[]{1, 2} },
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}
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},
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{1, new Dictionary<int, int[]>() {
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{0, new int[]{1} },
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{1, new int[]{0} },
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}
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},
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}
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};
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brickModels.Add(brick.type, brick);
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brick = new BrickModel();
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brick.type = 3022;
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brick.heightInPlates = 1;
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brick.category = BrickModel.Category.Plate;
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brick.pivot = new Vector3(-(Server.studSize / 2), 0, -(Server.studSize / 2));
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brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
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{0, new Dictionary<int, int[]>() {
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{0, new int[]{1, 2} },
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{1, new int[]{0, 3} },
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{2, new int[]{0, 3} },
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{3, new int[]{1, 2} },
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}
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}
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};
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brickModels.Add(brick.type, brick);
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brick = new BrickModel();
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brick.type = 3024;
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brick.heightInPlates = 1;
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brick.category = BrickModel.Category.Plate;
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brick.pivot = new Vector3(0, 0, 0);
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brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
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{0, new Dictionary<int, int[]>() {
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{0, new int[]{ } },
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}
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}
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};
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brickModels.Add(brick.type, brick);
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brick = new BrickModel();
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brick.type = 3001;
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brick.heightInPlates = 3;
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brick.category = BrickModel.Category.Brick;
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brick.pivot = new Vector3(-(Server.studSize / 2) * 3, 0, -(Server.studSize / 2));
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brick.studs = new Dictionary<int, Dictionary<int, int[]>>() {
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{0, new Dictionary<int, int[]>() {
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{0, new int[]{ } },
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}
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}
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};
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brickModels.Add(brick.type, brick);
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}
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}
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} |