void Start() { GameObject[] allObjects = FindObjectsOfType <GameObject>(); foreach (GameObject obj in allObjects) { if (obj.activeInHierarchy && obj.isSalience()) { AddContours contours = obj.AddComponent <AddContours>(); } } }
void Update() { if (highlight != priorHighlight || priorGuidline != Guideline || highlightColor != priorHighlighColor || guidelineColor != priorGuidlineColor || priorForwardFactor != forwardFactor || priorRadius != radius) { GameObject[] allObjects = FindObjectsOfType <GameObject>(); foreach (GameObject obj in allObjects) { if (obj.activeInHierarchy && obj.isSalience()) { AddContours contours = obj.GetComponent <AddContours>(); if (contours == null) { contours = obj.AddComponent <AddContours>(); } contours.whetherHighlighted = highlight; contours.whetherLink = Guideline; contours.color = highlightColor; contours.guidlineColor = guidelineColor; contours.forwardFactor = forwardFactor; contours.radius = radius; } } priorHighlight = highlight; priorGuidline = Guideline; priorHighlighColor = highlightColor; priorGuidlineColor = guidelineColor; priorForwardFactor = forwardFactor; priorRadius = radius; } if (dynamicScanning) { GameObject[] allObjects = FindObjectsOfType <GameObject>(); foreach (GameObject obj in allObjects) { if (obj.activeInHierarchy && obj.isSalience()) { AddContours contours = obj.GetComponent <AddContours>(); if (contours == null) { contours = obj.AddComponent <AddContours>(); } contours.whetherHighlighted = highlight; contours.whetherLink = Guideline; contours.color = highlightColor; contours.guidlineColor = guidelineColor; contours.forwardFactor = forwardFactor; contours.radius = radius; } } priorHighlight = highlight; priorGuidline = Guideline; priorHighlighColor = highlightColor; priorGuidlineColor = guidelineColor; priorForwardFactor = forwardFactor; priorRadius = radius; } }