/// <summary> /// Triggers how close the grabber is to start grabbing a nearby object, informing the snapping system. /// </summary> /// <param name="factor">Current normalised value for the grab attemp, 1 indicates a grab.</param> private void NearGrab(float factor) { if (factor == 0f) { OnGrabAttemp?.Invoke(null, 0f); return; } (Grabbable, Collider)closestGrabbable = FindClosestGrabbable(); if (closestGrabbable.Item1 != null) { OnGrabAttemp?.Invoke(closestGrabbable.Item1.gameObject, factor); } else { OnGrabAttemp?.Invoke(null, 0f); } }
/// <summary> /// Triggers how close the grabber is to start grabbing a nearby object, informing the snapping system. /// </summary> /// <param name="factor">Current normalised value for the grab attemp, 1 indicates a grab.</param> protected void NearGrab(float factor) { if (factor == 0f) { OnGrabAttemp?.Invoke(null, 0f); return; } Grabbable closestGrabbable = FindClosestGrabbable(); if (closestGrabbable != null) { OnGrabAttemp?.Invoke(closestGrabbable.gameObject, factor); } else { OnGrabAttemp?.Invoke(null, 0f); } }