void Update() { if (Input.GetButtonDown("Fire2") && selectedObjectForPlacement) { selectedObjectForPlacement.UnselectObject(); selectedObjectForPlacement = null; } }
public void SetSelectedObject(UIObjectSelection p) { if (selectedObjectForPlacement) { selectedObjectForPlacement.UnselectObject(); } selectedObjectForPlacement = p; }
private void ObjectHolder_OnPutDown(UIObjectSelection holding, UpdateState state) { Game.LotControl.QueryPanel.Active = false; Game.Frontend.MainPanel.SetSubpanelPickup(1f); if (ItemID != -1) { if (!holding.IsBought && (state.ShiftDown)) { //place another var prevDir = holding.Dir; Selected(ItemID); Game.LotControl.QueryPanel.SetShown(false); Game.LotControl.ObjectHolder.Holding.Dir = prevDir; } else { ItemID = -1; } } }
private void ObjectHolder_OnPickup(UIObjectSelection holding, UpdateState state) { Game.LotControl.PickupPanel.SetInfo(Game.LotControl.vm, holding.RealEnt ?? holding.Group.BaseObject); Game.Frontend.MainPanel.SetSubpanelPickup(0f); }
private void ObjectHolder_OnDelete(UIObjectSelection holding, UpdateState state) { Game.Frontend.MainPanel.SetSubpanelPickup(1f); Game.LotControl.QueryPanel.Active = false; ItemID = -1; }
public void ObjectPlaced() { FindObjectOfType <InventoryInterface>().ObjectPlaced(); selectedObjectForPlacement.UnselectObject(); selectedObjectForPlacement = null; }