/// <summary> /// Check if the active tool on the given ray origin is of the given type /// </summary> /// <param name="user">The functionality user</param> /// <param name="rayOrigin">The ray origin to check</param> /// <param name="type">The tool type to compare</param> /// <returns>True if the active tool on the given ray origin is of the given type</returns> public static bool IsToolActive(this IUsesSelectTool user, Transform rayOrigin, Type type) { #if FI_AUTOFILL return(default(bool)); #else return(user.provider.IsToolActive(rayOrigin, type)); #endif }
/// <summary> /// Method used to select tools from the menu /// </summary> /// <param name="user">The functionality user</param> /// <param name="rayOrigin">The rayOrigin that the tool should spawn under</param> /// <param name="toolType">Type of tool to spawn/select</param> /// <param name="despawnOnReselect">Despawn the tool, if re-selected while already the current tool</param> /// <param name="hideMenu">Whether to hide the menu after selecting this tool</param> /// <returns>Whether the tool was successfully selected</returns> public static bool SelectTool(this IUsesSelectTool user, Transform rayOrigin, Type toolType, bool despawnOnReselect = true, bool hideMenu = false) { #if FI_AUTOFILL return(default(bool)); #else return(user.provider.SelectTool(rayOrigin, toolType, despawnOnReselect, hideMenu)); #endif }