void SelectionChange(int index) { if (mSelectedNode == null || mSelectedNode.PrimitiveList.Count <= 0) { return; } mSelectedPrimitive = mSelectedTransform[index].GetComponent <AdvancedNodePrimitive>(); XformControl.SetSelectedObject(mSelectedTransform[index]); //mTranslator.SetPositionToSelected(mCurrentSelected.transform); }
void SelectionChange(int index) { mCurrentSelected.gameObject.GetComponent <MeshRenderer>().material.color = inactiveColor; mCurrentSelected.UnSelect(); mCurrentSelected = mSelectedTransform[index].GetComponent <AdvancedSceneNode>(); mCurrentSelected.SetToSelect(); mCurrentSelected.gameObject.GetComponent <MeshRenderer>().material.color = activeColor; XformControl.SetSelectedObject(mSelectedTransform[index]); primCtrl.GenerateList(mCurrentSelected); //mTranslator.SetPositionToSelected(mCurrentSelected.transform); }
// Use this for initialization void Start() { size = 5; pre_N = (int)N_Slider.GetComponent <Slider>().value; pre_M = (int)M_Slider.GetComponent <Slider>().value; pre_D = (int)Rotation.GetComponent <Slider>().value; pre_l = (int)l.GetComponent <Dropdown>().value; initMesh(pre_N, pre_M); UVtransform = new GameObject("Texture").transform; if (gameObject.name == "MyMesh") { formcontrol.SetSelectedObject(UVtransform); } }