public void OnSense(List <GameObject> objectList, SenseState senseState) { if (objectList.Count <= 0) { return; } sensedObjects.Refresh(); foreach (GameObject sensedObject in objectList) { switch (senseState) { case SenseState.Enter: // Add for stay because the object might have been occluded when it entered the sensor range case SenseState.Stay: sensedObjects.Add(sensedObject); //Debug.Log("Scan Sensor Mesh Enter/Stay: " + sensedObject.name + " count: " + sensedObjects.Count); break; case SenseState.Exit: sensedObjects.Remove(sensedObject); //Debug.Log("Scan Sensor Mesh Exit: " + sensedObject.name + " count: " + sensedObjects.Count); break; } } if (sensedObjects.Count > 0) { GetComponent <MeshRenderer>().material.color = senseColor; } else { GetComponent <MeshRenderer>().material.color = noSenseColor; } }
public void OnSense(List <GameObject> objectList, SenseState senseState) { }