private bool ValidateNearObjects() { List <GameObject> nearObjects = RightInteractNearTouch.GetNearTouchedObjects(); foreach (GameObject nearObject in nearObjects) { if (nearObject == null) { RightInteractNearTouch.ForceStopNearTouching(null); return(false); } else { // We couldn't possiblu be near anything else. So that means if gadget isn't active in heirarchy then our shelf is inactive. if (!nearObject.activeInHierarchy) { RightInteractNearTouch.ForceStopNearTouching(null); return(false); } } } return(true); }
protected virtual void DoControllerNearUntouch(object sender, ObjectInteractEventArgs e) { if (interactNearTouch.GetNearTouchedObjects().Count == 0 && (interactTouch == null || interactTouch.GetTouchedObject() == null)) { for (int i = 0; i < fingerUntouchedAxis.Length; i++) { if (!IsButtonPressed(i)) { SetOverrideValue(i, ref overrideAxisValues, OverrideState.WasOverring); fingerForceAxis[i] = fingerUntouchedAxis[i]; } } SetAnimatorStateOff("NearTouchState"); HandleOverrideOff(nearTouchOverrides.ignoreAllOverrides, GetOverridePermissions(nearTouchOverrides), false); } }