// Use this for initialization void Start() { CurrState = ChangeStates.goDim; theCanvas = transform.FindDeepChild("Canvas").gameObject; offset = transform.position; lastRoutine = null; }
void OnExit() { CurrState = ChangeStates.goDim; if (lastRoutine == null) { lastRoutine = StartCoroutine(BufferWait()); } }
void OnTrack() { if (lastRoutine != null) { StopCoroutine(lastRoutine); lastRoutine = null; waiting = false; } CurrState = ChangeStates.goSolid; }
public virtual void ChangeState(User user, IssueState state) { if (State != state) { ChangeStates.Add(new ChangeState() { CreatedAt = DateTime.Now, IssueState = state, User = user, Issue = this }); } }
void OnHover() { Debug.Log("OnHover is called"); if (lastRoutine != null) { StopCoroutine(lastRoutine); lastRoutine = null; waiting = false; } CurrState = ChangeStates.goSolid; }
void LostTrack() { CurrState = ChangeStates.goDim; lastRoutine = StartCoroutine(BufferWait()); }
void OnLost() { Debug.Log("The object " + gameObject.name + "is lost. "); CurrState = ChangeStates.goDim; }
void OnTrack() { Debug.Log("The object " + gameObject.name + "is tracked. "); CurrState = ChangeStates.goSolid; }
// Use this for initialization void Start() { CurrState = ChangeStates.goDim; }