Esempio n. 1
0
    public void LoadDefaultSet()
    {
        _interactionSets = GetComponentsInChildren <InteractionSetComponent>();

        if (_interactionSets.Length == 0)
        {
            return;
        }

        // If the default interaction set is null, set it to something sensible
        if (defaultInteractionSet == null && _interactionSets != null)
        {
            int highestWeight = 0;
            foreach (InteractionSetComponent comp in _interactionSets)
            {
                if (comp.Weight >= highestWeight)
                {
                    highestWeight         = comp.Weight;
                    defaultInteractionSet = comp;
                }
            }
        }

        if (defaultInteractionSet != null)
        {
            SetInteractionSet(defaultInteractionSet);
        }
    }
Esempio n. 2
0
    public void SetInteractionSet(InteractionSetComponent activeSet)
    {
        if (activeSet != null)
        {
            foreach (Renderer renderer in GetComponentsInChildren <Renderer>())
            {
                renderer.enabled = renderer.gameObject.activeSelf;
            }
        }

        // Destroy the rest (or disable it if we're in debug mode so that we can switch in between interaction sets
        // in the debugging panel)
        foreach (InteractionSetComponent comp in GetComponentsInChildren <InteractionSetComponent>())
        {
            if (comp != activeSet)
            {
#if DEBUG
                comp.gameObject.SetActive(false);
#else
                GameObject.Destroy(comp.gameObject);
#endif
            }
        }

#if DEBUG
        _current = activeSet;
#endif
    }
Esempio n. 3
0
    public void OnDebugPanelGUI()
    {
        GUILayout.BeginVertical();
        GUILayout.Label("Current Interaction Set: " + _current.gameObject.name);

        foreach (InteractionSetComponent comp in _interactionSets)
        {
            if (GUILayout.Button(comp.gameObject.name))
            {
                _current.gameObject.SetActive(false);
                _current = comp;
                _current.gameObject.SetActive(true);
            }
        }
        GUILayout.EndVertical();
    }