/// <summary> /// Given a hovered object, find what object would actually be selected /// </summary> /// <param name="user">The functionality user</param> /// <param name="hoveredObject">The hovered object that is being tested for selection</param> /// <param name="useGrouping">Use group selection</param> /// <returns>Returns what object would be selected by selectObject</returns> public static GameObject GetSelectionCandidate(this IUsesSelectObject user, GameObject hoveredObject, bool useGrouping = false) { #if FI_AUTOFILL return(default(GameObject)); #else return(user.provider.GetSelectionCandidate(hoveredObject, useGrouping)); #endif }
/// <summary> /// Select the given objects using the given rayOrigin /// </summary> /// <param name="user">The functionality user</param> /// <param name="hoveredObjects">The hovered objects</param> /// <param name="rayOrigin">The rayOrigin used for selection</param> /// <param name="multiSelect">Whether to add the hovered object to the selection, or override the current selection</param> /// <param name="useGrouping">Use group selection</param> public static void SelectObjects(this IUsesSelectObject user, List <GameObject> hoveredObjects, Transform rayOrigin, bool multiSelect, bool useGrouping = false) { #if !FI_AUTOFILL user.provider.SelectObjects(hoveredObjects, rayOrigin, multiSelect, useGrouping); #endif }