public bool AssignIndexToObject(InfiniteObject obj, int index) { if (targetObject == null) { return(false); } if (obj == targetObject) { targetObjectIndex = index; targetObjectIsScene = targetObject.GetObjectType() == ObjectType.Scene; return(true); } return(false); }
public virtual void Init() { infiniteObjectHistory = InfiniteObjectHistory.instance; thisInfiniteObject = GetComponent <InfiniteObject>(); ObjectType objectType = thisInfiniteObject.GetObjectType(); for (int i = 0; i < avoidObjectRuleMaps.Count; ++i) { avoidObjectRuleMaps[i].Init(infiniteObjectHistory, objectType); } for (int i = 0; i < probabilityAdjustmentMaps.Count; ++i) { probabilityAdjustmentMaps[i].Init(infiniteObjectHistory, objectType); } }