Beispiel #1
0
    public void SetUsable()
    // Separate parts called when objects are enabled. Add additional setup calls here
    {
        usable = true;
        if (type == "residential")
        {
            itemManager.addResidential(capacity, gameObject);
            populationManager.QueueUpdates();
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOnePressed += new ControllerInteractionEventHandler(EnableObjectTooltip);
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOneReleased += new ControllerInteractionEventHandler(DisableObjectTooltip);
        }
        else if (type == "commercial")
        {
            itemManager.addCommercial(capacity, gameObject);

            populationManager.QueueUpdates();
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOnePressed += new ControllerInteractionEventHandler(EnableObjectTooltip);
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOneReleased += new ControllerInteractionEventHandler(DisableObjectTooltip);
        }
        else if (type == "industrial")
        {
            itemManager.addIndustrial(capacity, gameObject);
            populationManager.QueueUpdates();
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOnePressed += new ControllerInteractionEventHandler(EnableObjectTooltip);
            //GameObject.Find("RightController").GetComponent<VRTK_ControllerEvents>().ButtonOneReleased += new ControllerInteractionEventHandler(DisableObjectTooltip);
        }
        else if (type == "foliage")
        {
            itemManager.addFoliage(capacity, gameObject);
        }
        else if (type == "leisure")
        {
            itemManager.addLeisure(capacity, gameObject);
        }
    }