///<summary> /// When called checks if he is the GameObject focused on and revert its material to the previously used. ///</summary> ///<param name="e">The event's instance</param> private void OnUnFocusItem(OnUnFocusEvent e) { if (e.obj.Equals(gameObject)) { if (isHighlighted) { SetMaterial(highlightMaterial); } else if (isSelected) { SetMaterial(selectedMaterial); } else { if (e.obj.GetComponent <OObject>().category.Equals("corridor")) { SetMaterial(transparentMaterial); } else { SetMaterial(defaultMaterial); } transform.GetChild(0).GetComponent <Renderer>().material.color = e.obj.GetComponent <OObject>().color; } isFocused = false; if (GameManager.gm.focus.Count > 0) { GameObject newFocus = GameManager.gm.focus[GameManager.gm.focus.Count - 1]; newFocus.GetComponent <CustomRendererOutline>().SetMaterial(focusMaterial); } } }
///<summary> /// Called when an OnUnFocusEvent is raised ///</summary> ///<param name="_e">The raised event</param> private void OnUnFocus(OnUnFocusEvent _e) { if (GameManager.gm.focus.Count == 0) { transform.position = labeledTransforms[0].pos; transform.eulerAngles = labeledTransforms[0].rot; labeledTransforms.Clear(); } }
///<summary> /// When called checks if he is the GameObject focused on and if true deactivates all of his child's mesh renderers. ///</summary> ///<param name="e">The event's instance</param> private void OnUnFocusItem(OnUnFocusEvent e) { if (isDeleted) { return; } if (e.obj == gameObject) { UpdateOtherObjectsMeshRenderers(true); isFocused = false; ToggleCollider(gameObject, false); GetComponent <DisplayObjectData>()?.ToggleLabel(true); } }
/// private void OnUnFocusItem(OnUnFocusEvent _e) { UpdateFocusText(); }