public void Tapped() { // If we've already got a bounding box and it's pointing to us, do nothing if (boundingBox != null && boundingBox.Target == this.gameObject) { return; } // Try to find our bounding box if (boundingBox == null) { boundingBox = GameObject.FindObjectOfType <BoundingBoxManipulate>(); if (boundingBox == null) { Debug.LogError("Couldn't find bounding box for object " + name); return; } } // Try to find our toolbar if (toolbar == null) { toolbar = GameObject.FindObjectOfType <AppBar>(); if (toolbar == null) { // This is only a problem if we want to display one if (ShowAppBar) { Debug.LogError("Couldn't find toolbar for object " + name); return; } } } // Set the bounding box's target and permitted operations boundingBox.PermittedOperations = PermittedOperations; boundingBox.Target = gameObject; if (ShowAppBar) { // Show it and set its bounding box object toolbar.BoundingBox = boundingBox; toolbar.Reset(); } else if (toolbar != null) { // Set its bounding box to null to hide it toolbar.BoundingBox = null; // Set to accept input immediately boundingBox.AcceptInput = true; } }
public void Tapped() { // Return if there isn't a Manipulation Manager if (ManipulationManager.Instance == null) { Debug.LogError("No manipulation manager for " + name); return; } // Try to find our bounding box if (boundingBox == null) { boundingBox = ManipulationManager.Instance.ActiveBoundingBox; } // Try to find our toolbar if (toolbar == null) { toolbar = ManipulationManager.Instance.ActiveAppBar; } // If we've already got a bounding box and it's pointing to us, do nothing if (boundingBox != null && boundingBox.gameObject.activeSelf && boundingBox.Target == this.gameObject) { return; } // Set the bounding box's target and permitted operations boundingBox.PermittedOperations = PermittedOperations; boundingBox.FlattenPreference = FlattenPreference; boundingBox.Target = gameObject; boundingBox.BoundsMethodOverride = BoundsCalculationMethod; boundingBox.gameObject.SetActive(true); if (ShowAppBar) { // Show it and set its bounding box object toolbar.BoundingBox = boundingBox; toolbar.Reset(); toolbar.gameObject.SetActive(true); } else if (toolbar != null) { // Set its bounding box to null to hide it toolbar.BoundingBox = null; // Set to accept input immediately boundingBox.AcceptInput = true; } }