private void EventHandlerCore_ObjectSelected(object sender, BimPlusEventArgs e) { Debug.WriteLine(string.Format("Id:{0} Selected:{1} Multiselect:{2}", e.Id, e.Selected, e.Multiselect)); if (e.Id != Guid.Empty || e.Selected != true) { DtObject dtObject = _integrationBase.ApiCore.DtObjects.GetObject(e.Id, ObjectRequestProperties.AttributDefinition | ObjectRequestProperties.Pset); if (dtObject != null) { if (e.Multiselect == true) { if (SelectedObjects.FirstOrDefault(o => o.Id == e.Id) == null) { SelectedObjects.Add(dtObject); } } else { SelectedObjects.Clear(); if (e.Selected == true) { SelectedObjects.Add(dtObject); } } } if (e.Selected == false) { DtObject exist = SelectedObjects.FirstOrDefault(o => o.Id == e.Id); if (exist != null) { SelectedObjects.Remove(exist); } else { SelectedObjects.Clear(); } } else if (e.Selected == null && e.Id != Guid.Empty) { if (dtObject != null) { if (SelectedObjects.FirstOrDefault(o => o.Id == e.Id) == null) { SelectedObjects.Add(dtObject); } } else { SelectedObjects.Clear(); } } List <DtObject> newList = new List <DtObject>(); newList.AddRange(SelectedObjects); SelectedObjects = newList; Trace.WriteLine(string.Format("_selectedObjects.Count:{0}", SelectedObjects.Count())); } }
/// <summary> /// Removes selection icon from tile and requeues it in object pool /// </summary> /// <param name="selection"></param> void RemoveSelection(Transform selection) { //Queue up removed selection to inactive pool InactiveSelectionObjects.Enqueue(SelectedObjects[selection]); //Set gameobject to inactive SelectedObjects[selection].SetActive(false); //Remove selection gameobject from active objects ActiveSelectionIconObjects.Remove(SelectedObjects[selection]); //Remove from select dictionary SelectedObjects.Remove(selection); }
public void OnDeSelectedObjects(List <UnityEngine.Object> selectedObjects) { USUndoManager.PropertyChange(this, "DeSelect"); foreach (var selectedObject in selectedObjects) { SelectedObjects.Remove(selectedObject); var selection = Selection.objects != null?Selection.objects.ToList() : new List <UnityEngine.Object>(); selection.Remove(selectedObject); Selection.objects = selection.ToArray(); } }
public void ObjectDeselected(ISelectableObject deselectedObject) { SelectedObjects.Remove(deselectedObject); }
public void DeselectObject(IObject3D obj) { SelectedObjects.Remove(obj); }
public static void RemoveSelection(CollisionObject collisionObject) { (collisionObject.UserObject as ISelectable).Model.RenderFlags &= ~RenderFlags.Selected; SelectedObjects.Remove(collisionObject); }