Exemple #1
0
        public static void RemoveProvider(Node node, IAvatarHintProvider provider)
        {
            RequireProviders();

            if (providers.TryGetValue(node, out IAvatarHintProvider extProvider) &&
                extProvider == provider)
            {
                providers.Remove(node);
            }
        }
        public static void RemoveProvider(NodePosRot node, IAvatarHintProvider <PositionRotation> provider)
        {
            RequireProvidersPosRot();

            if (providersPosRot.TryGetValue(node, out IAvatarHintProvider <PositionRotation> extProvider) &&
                extProvider == provider)
            {
                providersPosRot.Remove(node);
            }
        }
        public static void RemoveProvider(NodeFloat node, IAvatarHintProvider <float> provider)
        {
            RequireProvidersFloat();

            if (providersFloat.TryGetValue(node, out IAvatarHintProvider <float> extProvider) &&
                extProvider == provider)
            {
                providersFloat.Remove(node);
            }
        }
        public static void AddProvider(NodeFloat node, IAvatarHintProvider <float> provider)
        {
            RequireProvidersFloat();

            if (providersFloat.ContainsKey(node))
            {
                return;
            }

            providersFloat[node] = provider;
        }
Exemple #5
0
        public static void AddProvider(Node node, IAvatarHintProvider provider)
        {
            RequireProviders();

            if (providers.ContainsKey(node))
            {
                // Silently ignoring subsequent providers now as this can happen
                // on scene reload due to (temporary) multiple player prefabs
                // Debug.LogError("Multiple AvatarHint providers for node: " + node
                //     + ", but only one can be used at any time. Ignoring.");
                return;
            }

            providers[node] = provider;
        }