private void OnActorEntryClicked(HierarchyActorEntry entry, HierarchyActorEntry.ActionType actionType) { if (onActorEntryClicked != null) { onActorEntryClicked(entry, actionType); } }
void OnActorEntryClicked(HierarchyActorEntry entry, HierarchyActorEntry.ActionType actionType) { // The user has clicked on an actor in the list. VoosActor actor = engine.GetActor(entry.GetActorName()); if (actor == null) { // Shouldn't happen. Debug.LogError("Clicked on actor that doesn't exist " + entry.GetActorName() + ". Bug?"); return; } if (selectCallback != null) { selectCallback(actor); selectCallback = null; return; } switch (actionType) { case HierarchyActorEntry.ActionType.SELECT: if (Input.GetKey(KeyCode.LeftShift) || Input.GetKey(KeyCode.RightShift)) { AddActorToSelection(actor); } else { SelectActor(actor); } break; case HierarchyActorEntry.ActionType.INFO: SelectActor(actor, true); break; case HierarchyActorEntry.ActionType.MOVE: ToggleActorOffstage(actor); break; } }
private void OnActorClicked(HierarchyActorEntry entry, HierarchyActorEntry.ActionType actionType) { // TODO: we should not need to have actionType passed in CloseAndReturn(true, entry.GetActorName()); }