private void resetPointsOfInterest()
        {
            if (ShowDebugLog)
            {
                Debug.Log("Reseting Points Of Interest");
            }

            // stop coroutine
            Stop_PointsCycle();
            // clear list
            PointsOfInterest.Clear();
            PointsOfInterest = new List <GameObject>();

            if (CurrentObject != null)
            {
                // get list reference from new object
                VRR_ObjectOfInterest ooi = CurrentObject.GetComponent <VRR_ObjectOfInterest>();
                // IF there is an object of interest, add its points values to list
                if (ooi != null && ooi.PointsOfInterest.Length > 0)
                {
                    for (int i = 0; i < ooi.PointsOfInterest.Length; i++)
                    {
                        PointsOfInterest.Add(ooi.PointsOfInterest[i].gameObject);
                    }
                }
                // start coroutine again
                Start_PointsCycle();
            }
        }
Example #2
0
        void OnTriggerEnter(Collider col)
        {
            if (_isReady)
            {
                if (col.gameObject != InterestController.gameObject)
                {
                    VRR_ObjectOfInterest ooi = col.gameObject.GetComponent <VRR_ObjectOfInterest>();

                    if (ooi != null)
                    {
                        //Debug.Log(col.name + " is an object of interest.");
                        // add game object to primary list
                        InterestController.ObjectsOfInterest.Add(col.gameObject);
                        // interupt cycle
                        InterestController.InteruptCycle(col.gameObject);
                    }
                }
            }
        }
Example #3
0
        /// <summary>
        /// Remove Exited Object from the Objects Of Interest List in the Controller_Interest script
        /// If the exited object was being looked at, refresh the focus (clear points of interest and
        /// the currently looked at objects)
        /// </summary>
        /// <param name="col"></param>
        void OnTriggerExit(Collider col)
        {
            if (_isReady)
            {
                VRR_ObjectOfInterest ooi = col.gameObject.GetComponent <VRR_ObjectOfInterest>();

                if (ooi != null)
                {
                    // IF the object exiting is the CURRENT OBJECT being looked at
                    // clear everything...
                    if (ooi.gameObject == InterestController.CurrentObject)
                    {
                        InterestController.CurrentlyLookingAt = null;
                        InterestController.CurrentObject      = null;
                    }
                    // remove object from list
                    InterestController.ObjectsOfInterest.Remove(col.gameObject);
                    InterestController.ChangeObjectOfFocus();
                }
            }
        }