/** * Sets the texture of the component with the given index. * * @param tex The new texture of the object. * @param i The index of the game object to set the texture of. Must be a valid index. * @param all Whether to set the index relative to all objects, or only the main objects. */ private void setTex(Texture2D tex, int i, bool all) { SetTextures st = getSetTextures(all ? _TargetObjects[i] : _MainTargetObjects[i]); if (st != null) { st.setTexture(tex); } }
/** * @return The {@code SetTextures} script of the game object, or {@code null} if it doesn't have any. */ private SetTextures getSetTextures(GameObject obj) { SetTextures st = obj.GetComponent <SetTextures>(); if (st == null) { Debug.LogError("Expected the game object with label '" + objectTag + "' to have the script 'SetTextures', but '" + obj + "' didn't have this."); } return(st); }
/** * Checks if the target is visible. */ public bool isTargetVisible() { GameObject obj = getTargetObject(); if (obj == null) { return(false); } SetTextures st = getSetTextures(obj); if (st == null) { return(false); } return(st.isVisible()); }