void triggerClicked(object sender, ClickedEventArgs e) { if (_objectCollidedWithHand != null) { if (_objectCollidedWithHand != _selectedObject) { _stateManagerMutatorRef.SET_SELECTED_OBJECT(_objectCollidedWithHand); _objectCollidedWithHand.AddComponent <activeProp>(); } _stateManagerMutatorRef.SET_SELECTED_OBJECT_IS_ACTIVE(true); } }
void triggerUnclicked(object sender, ClickedEventArgs e) { if (_objectCollidedWithHand == null) { _stateManagerMutatorRef.SET_SELECTED_OBJECT_IS_ACTIVE(false); } }
void triggerUnclicked(object sender, ClickedEventArgs e) { _stateManagerMutatorRef.SET_SELECTED_OBJECT_IS_ACTIVE(false); if (_objectCollidedWithHand != null) { _objectCollidedWithHand.transform.parent = initialPropParent; _stateManagerMutatorRef.SET_SELECTED_OBJECT(_objectCollidedWithHand); _objectCollidedWithHand.AddComponent <activeProp>(); } }
//--This is the raycast way to select this object public void receiveHit(RaycastHit hit) { // selected object selection if (gameObject == _selectedObject) { _stateManagerMutatorRef.SET_SELECTED_OBJECT_IS_ACTIVE(true); } // if new prop is selected else { _stateManagerMutatorRef.SET_SELECTED_OBJECT(hit.collider.gameObject); gameObject.AddComponent <activeProp>(); } }
public void receiveHit(RaycastHit hit) { //get the correct object from the current chunk GameObject newProp = Instantiate(spawnableProp); newProp.name = spawnableProp.name; newProp.transform.parent = _props.transform; newProp.SetActive(true); //set the spawned object to the new selected object _stateManagerMutatorRef.SET_SELECTED_OBJECT(newProp); newProp.transform.position = hit.point; newProp.AddComponent <activeProp>(); _stateManagerMutatorRef.SET_SELECTED_OBJECT_IS_ACTIVE(true); }