/// <summary> /// Gets the selected prefab item from categorizedItem based /// on selected Category and selected item by index /// </summary> /// <param name="index">Index.</param> private void GetSelectedPrefabItem(int index = -1) { if (index != -1) { PaletteItem item = categorizedItems [selectedCategory] [index]; //monitor the event if (PaletteItemSelectedEvent != null) { PaletteItemSelectedEvent(item, itemPreview[item]); } } }
public void Edit(int col, int row) { // we were general to get to this function, but don't want to handle drag when editing. if (targetLevel.IsInsideGridBounds(col, row)) { //in bounds.. int cacheIndex = renderedLevelGrid [col] [row]; LevelPiece validPiece = cacheIndex > -1 ? prefabList [cacheIndex] : null; if (validPiece != null) { paletteItemInspected = prefabList [cacheIndex].GetComponent <PaletteItem> () as PaletteItem; } } else { paletteItemInspected = null; } Repaint(); }
private void UpdateCurrentPieceInstance(PaletteItem item, Texture2D preview) { paletteItemSelected = item; itemPreview = preview; Repaint(); }