public virtual void unsetSelectedObject(Activateable obj) { if(selectedObject == obj) { selectedObject = null; } }
public virtual void setSelectedObject(Activateable obj, Vector3 offset) { // Can't select currently held weapon if(obj != weaponHandler.weapon && activateableTypes.Exists(t => t == obj.GetType().BaseType)) { selectedObject = obj; } }
protected async Task OnClickHandler(MouseEventArgs ev) { await OnClick.InvokeAsync(ev); if (Command?.CanExecute(CommandParameter) ?? false) { Command.Execute(CommandParameter); } Activateable?.Activate(this, ev); }
public override void setSelectedObject(Activateable obj, Vector3 offset) { // Can't select currently held weapon if(obj.GetType() != typeof(Rifle) && obj.GetType() != typeof(Weapon) && activateableTypes.Exists(t => t == obj.GetType().BaseType || t == obj.GetType())) { selectedObject = obj; Destroy(activationTexture); Vector3 distance = gameObject.transform.position - obj.transform.position; distance.y = 0.0f; Quaternion rotation = Quaternion.Euler(90.0f, Quaternion.LookRotation(distance).eulerAngles.y, 0.0f); activationTexture = (GameObject)Instantiate(activationPrefab, obj.rigidbody.transform.position + Vector3.up + offset, rotation); } }
public void SetSelection(Activateable obj) { _activation.selectedObject = obj; }
void EarlyUpdate() { selectedObject = null; }
public void Init(Activateable activateable) { Actor = activateable; }
public override void unsetSelectedObject(Activateable obj) { Destroy(activationTexture); base.unsetSelectedObject(obj); }
// Use this for initialization void Start() { aTarget = target.GetComponent(typeof(Activateable)) as Activateable; }