Esempio n. 1
0
    public void MessageMark(MarkerRepresentation mr)
    {
        if (status == -1 && mr.index != -1)
        {
            representationHolding = mr;

            status = 1; //Change own status
            Color matColour = representationHolding.colourOfMarker;
            matColour.a            = 0.1f;
            markerMat.color        = matColour; //Set the colour
            markerRenderer.enabled = true;      //Enable the renderer
        }
    }
Esempio n. 2
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 public static MarkerRepresentation AssignNewMarker()
 {
     if (listOfMarkerColoursAvailable.Count > 0)
     {
         MarkerRepresentation retVal = listOfMarkerColoursAvailable[0]; //give it the top-most item
         listOfMarkerColoursAvailable.RemoveAt(0);
         return(retVal);
     }
     else
     {
         Debug.LogError("No marker colour left");
         return(new MarkerRepresentation()); //The -1 specifies that this is not useful
     }
 }
Esempio n. 3
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    public MarkerRepresentation representationHolding; //The representation currently held

    void Start()
    {
        status = -1; //initially disabled
        if (prefabMark != null)
        {
            markerInstance = Instantiate(prefabMark);
            markerInstance.transform.parent   = transform;          //Who's the daddy?
            markerInstance.transform.position = transform.position; //With no offset
            markerMat      = markerInstance.GetComponent <MeshRenderer>().material;
            markerRenderer = markerInstance.GetComponent <Renderer>();
        }
        else
        {
            Debug.LogError("No marker prefab attached.");
        }
        markerRenderer.enabled = false;                      //corresponds to status = -1
        representationHolding  = new MarkerRepresentation(); //set it to the unmarked represenation
    }
Esempio n. 4
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    private void MarkThis() //After status check
    {
        bool messagesExist = GetComponent <ActorFunctionality>().messageQueueBox.GetComponent <MessageQueueFunctionality>().messageQueue.Count > 0 ? true : false;

        if (messagesExist)
        {
            //We already know that status = -1

            representationHolding = Markers.AssignNewMarker(); //Get a representation
            if (representationHolding.index != -1)
            {
                status = 1;                         //Message is marked
                Color matColour = representationHolding.colourOfMarker;
                markerMat.color        = matColour; //Set the colour
                markerRenderer.enabled = true;      //Enable the renderer
            }
        }
        else
        {
            Log newLog = new Log(1, "Only Actors with messages can be marked"); //Create a Log
            VisualizationHandler.Handle(newLog);                                //Send it to the Visualization Handler to be handled
        }
    }
Esempio n. 5
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 public void ClearMark()                                 //Clear the representation held
 {
     representationHolding = new MarkerRepresentation(); //clear the representation held
 }
Esempio n. 6
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 public void ClearMark()
 {
     representationHolding = new MarkerRepresentation();
     status = -1; //Set back to unmarked state
     markerRenderer.enabled = false;
 }