///<summary> /// When called checks if he is the GameObject focused on and change its material. ///</summary> ///<param name="e">The event's instance</param> private void OnFocusItem(OnFocusEvent e) { if (e.obj.Equals(gameObject)) { SetMaterial(focusMaterial); isFocused = true; } }
///<summary> /// Called when an OnFocusEvent is raised ///</summary> ///<param name="_e">The raised event</param> private void OnFocus(OnFocusEvent _e) { SCameraTrans target = GetRegisteredCameraTrans(_e.obj.name); if (string.IsNullOrEmpty(target.label)) { RegisterTransform(); MoveToObject(_e.obj.transform); } else { transform.position = target.pos; transform.eulerAngles = target.rot; labeledTransforms.RemoveAt(labeledTransforms.Count - 1); } }
///<summary> /// When called checks if he is the GameObject focused on and if true activates all of his child's mesh renderers. /// If he is the previously focused GameObject, use OObject methods to hide it. ///</summary> ///<param name="e">The event's instance</param> private void OnFocusItem(OnFocusEvent e) { if (isDeleted) { return; } if (e.obj == gameObject) { transform.GetChild(0).GetComponent <Renderer>().enabled = true; UpdateChildMeshRenderers(true, true); UpdateOtherObjectsMeshRenderers(false); isFocused = true; ToggleCollider(gameObject, false); GetComponent <DisplayObjectData>()?.ToggleLabel(false); } }
/// private void OnFocusItem(OnFocusEvent _e) { UpdateFocusText(); }