///<summary>
 /// When called checks if he is the GameObject focused on and change its material.
 ///</summary>
 ///<param name="e">The event's instance</param>
 private void OnFocusItem(OnFocusEvent e)
 {
     if (e.obj.Equals(gameObject))
     {
         SetMaterial(focusMaterial);
         isFocused = true;
     }
 }
Beispiel #2
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    ///<summary>
    /// Called when an OnFocusEvent is raised
    ///</summary>
    ///<param name="_e">The raised event</param>
    private void OnFocus(OnFocusEvent _e)
    {
        SCameraTrans target = GetRegisteredCameraTrans(_e.obj.name);

        if (string.IsNullOrEmpty(target.label))
        {
            RegisterTransform();
            MoveToObject(_e.obj.transform);
        }
        else
        {
            transform.position    = target.pos;
            transform.eulerAngles = target.rot;
            labeledTransforms.RemoveAt(labeledTransforms.Count - 1);
        }
    }
Beispiel #3
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 ///<summary>
 /// When called checks if he is the GameObject focused on and if true activates all of his child's mesh renderers.
 /// If he is the previously focused GameObject, use OObject methods to hide it.
 ///</summary>
 ///<param name="e">The event's instance</param>
 private void OnFocusItem(OnFocusEvent e)
 {
     if (isDeleted)
     {
         return;
     }
     if (e.obj == gameObject)
     {
         transform.GetChild(0).GetComponent <Renderer>().enabled = true;
         UpdateChildMeshRenderers(true, true);
         UpdateOtherObjectsMeshRenderers(false);
         isFocused = true;
         ToggleCollider(gameObject, false);
         GetComponent <DisplayObjectData>()?.ToggleLabel(false);
     }
 }
Beispiel #4
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 ///
 private void OnFocusItem(OnFocusEvent _e)
 {
     UpdateFocusText();
 }