void SelectionChange(int index) { if (mSelectedNode == null || mSelectedNode.PrimitiveList.Count <= 0) { return; } mSelectedPrimitive = mSelectedTransform[index].GetComponent <AdvancedNodePrimitive>(); XformControl.SetSelectedObject(mSelectedTransform[index]); //mTranslator.SetPositionToSelected(mCurrentSelected.transform); }
//Assumes that the input has the right shader public bool AddPrimitive(GameObject objToAdd) { if (mCurrentSelected == null) { return(false); } else { AdvancedNodePrimitive primitive = Instantiate(objToAdd, nodeContainer.transform).GetComponent <AdvancedNodePrimitive>(); primitive.transform.name = "Primitive_" + mCurrentSelected.transform.name; primitive.gameObject.transform.position = mCurrentSelected.transform.position; //Debug.Log(); mCurrentSelected.PrimitiveList.Add(primitive.GetComponent <AdvancedNodePrimitive>()); primitive.transform.parent = mCurrentSelected.transform; primitive.gameObject.layer = 10; //We set our layer to the PrimitiveLayer primCtrl.GenerateList(mCurrentSelected); return(true); } }