// Update is called once per frame private void Update() { // selection and deselection response if (_selection != null) { _selectionResponse.OnDeselect(_selection); } #region MyRegion //creates the ray var ray = Camera.main.ScreenPointToRay(Input.mousePosition); //selection determination _selection = null; if (Physics.Raycast(ray, out var hit)) { var selection = hit.transform; if (selection.CompareTag(selectableTag) || selection.CompareTag(otherTag)) { _selection = selection; } } #endregion // selection and deselection response if (_selection != null) { _selectionResponse.OnSelect(_selection); } }
// Update is called once per frame void Update() { //deselection response if (_currentSelection != null) { _selectionResponse.OnDeselect(_currentSelection); } _selector.Check(_rayProvider.CreateRay()); _currentSelection = _selector.GetSelection();; //selection response if (_currentSelection != null) { //if object has prerequisite and is not complete, do nothing if (_currentSelection.GetComponent <Prerequisite>() && !_currentSelection.GetComponent <Prerequisite>().Complete) { return; } _selectionResponse.OnSelect(_currentSelection); } }
// Update is called once per frame void Update() { //Deselection Response if (_selectionResponse != null) { _selectionResponse.OnDeselect(); } #region Selection Determination //Cast ray var ray = _camera.ScreenPointToRay(Input.mousePosition); RaycastHit hit; //Selection determination _selectionResponse = null; if (Physics.Raycast(ray, out hit)) { var selection = hit.transform; if (selection.CompareTag(selectableTag)) { _selectionResponse = selection.GetComponent <ISelectionResponse>(); } } #endregion //Selection Response if (_selectionResponse != null) { _selectionResponse.OnSelect(); } }
private void Update() { if (_currentselection != null) _selectionResponse.OnDeselect(_currentselection); _selector.Check(_rayProvider.CreateRay()); _currentselection = _selector.GetSelection(); if (_currentselection != null) _selectionResponse.OnSelect(_currentselection); }
// Update is called once per frame private void Update() { if (currectSelection != null) { selectionResponse.OnDeselect(currectSelection); } selector.Check(rayProvider.CreateRay()); currectSelection = selector.GetSelection(); if (currectSelection != null) { selectionResponse.OnSelect(currectSelection); } }
private void Update() { //selection if (_currentSelection != null) { _selectionResponse.OnDeselect(_currentSelection); } //determineSeelection _selector.Check(_rayProvider.CreateRay()); _currentSelection = _selector.GetSelection(); //selection if (_currentSelection != null) { _selectionResponse.OnSelect(_currentSelection); } }
void Update() { if (_currentSelection != null) { _selectionResponse.OnDeselect(_currentSelection); } var ray = _rayProvider.CreateRay(); RaycastHit hit; _selector.Check(ray); _currentSelection = _selector.GetSelection(); if (_currentSelection != null) { _selectionResponse.OnSelect(_currentSelection); } }
private void Update() { #region Raycast & Select _selector.Check(_rayProvider.CreateRay()); var selection = _selector.GetSelection(); #endregion if (IsNewSelection(selection)) { if (_currentSelection != null) { _selectionResponse.OnDeselect(_currentSelection); } if (selection != null) { _selectionResponse.OnSelect(selection); } } _currentSelection = selection; }
// Update is called once per frame void Update() { selectionResponse.OnDeselect(transform); // get new selection var ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hitInfo; if (Physics.Raycast(ray, out hitInfo)) { var currentSelection = hitInfo.transform; if (currentSelection.CompareTag(selectableTag)) { selection = currentSelection; originalColor = selection.GetComponent <Renderer>().material.color; } } // set color of new selection selectionResponse.OnSelect(transform); }
private void Update() { if (_currentSelection != null) { _selectionResponse.OnDeselect(_currentSelection); _hoverResponse.OnDeselect(_currentSelection); } _selector.Check(_rayProvider.CreateRay()); _currentSelection = _selector.GetSelection(); if (_currentSelection != null) { _selectionResponse.OnSelect(_currentSelection); if (_currentSelection.CompareTag("Selectable")) { if (pointer != null) { pointer.GetComponent <Image>().enabled = true; //When click, execute the action on IClickResponse if (Input.GetKeyDown(action)) { _clickResponse.OnClick(_currentSelection); } } } else if (_currentSelection.CompareTag("Hoverable")) { _hoverResponse.OnSelect(_currentSelection); } } else { if (pointer != null) { pointer.GetComponent <Image>().enabled = false; } } }
// Update object selection each frame private void Update() { // deselection/selection response // first checking whether selection field is null if (_selection != null) { //var selection = _selection; _selectionResponse.OnDeselect(_selection); //Debug.Log("selected"); } #region MyRegion // Creating a ray. variable that represents ray cast in the game. Mouse position is the input. var ray = Camera.main.ScreenPointToRay(Input.mousePosition); //RaycastHit hit; // Selection determination: check if the ray is colliding with an object _selection = null; if (Physics.Raycast(ray, out var hit)) { // if object is hit is True var selection = hit.transform; if (selection.CompareTag(selectableTag)) { _selection = selection; } } #endregion // deselection/selection response if (_selection != null) { //var selection = _selection; _selectionResponse.OnSelect(_selection); } }
void updateSelections(Transform _selection) { if (_CombinableSelections.Count == 0) { //print("ADDING INITIAL"); _CombinableSelections.Add(_currentSelection); } else if (_CombinableSelections.Count > 0) { bool Onhard = false; List <Transform> lockedSelections = _CombinableSelections; foreach (Transform t in _CombinableSelections) { if (t == _currentSelection) { //print("DESELECTING"); _CombinableSelections.Remove(_currentSelection); _selectionResponse.OnDeselect(_currentSelection); Onhard = true; break; } } if (Onhard == false) { //print("ADDING"); _CombinableSelections.Add(_currentSelection); } } if (_CombinableSelections.Count > 0) { foreach (Transform t in _CombinableSelections) { _selectionResponse.OnSelect(t); } } }
public void Select() { selectionResponse?.OnSelect(); }