void NoneGUIElementsUpdate() { selectionGameObjects = new List <GameObject>(Selection.gameObjects); //Its not so nice but will shot the window search blocking Light window search. if (OldtoolbarInt != toolbarInt) { //User pressed as button! OldtoolbarInt = toolbarInt; //To keep the OnGUI() cleaner! if (toolbarInt == 0) { showSetupOptions = true; showGameobjectSetupOptions = false; existingObjectsManager = false; searchFilterResetDone = false; resetSearchFilter(); } else if (toolbarInt == 1) { showGameobjectSetupOptions = true; showSetupOptions = false; existingObjectsManager = false; searchFilterResetDone = false; resetSearchFilter(); } else if (toolbarInt == 2) { showGameobjectSetupOptions = true; showSetupOptions = false; existingObjectsManager = true; searchFilterResetDone = false; resetSearchFilter(); RealisticComponentSearch.SetSearchFilter("RealisticBuoyancy", 2); } } if (SelectedMaterialType == MaterialTypes.Solid) { selectedMaterialValue = PhysicsMaterialsList.getSolidMaterialValue(selectedSolidsMaterial); } else if (SelectedMaterialType == MaterialTypes.Liquids) { selectedMaterialValue = PhysicsMaterialsList.getLiquidsMaterialValue(selectedLiquidsMaterial); } else { selectedMaterialValue = PhysicsMaterialsList.getGasesMaterialValue(selectedGasesMaterial); } checkForChanges(); //Check to see if user changed anything, exept the gameobject thats a check of its own type. RememberOlds(); // Remember the options for now! createOrUpdateManager(); //Create or update the manager. CalculatedWaterDensity = PhysicsMaterialsList.getLiquidsMaterialValue(selectedOceanLiquidsMaterial); //CalculatedAirDensity = CalculateStuff(airTempeture, airDensity); CalculatedAirDensity = airDensity; // Work in progress! }
bool searchFilterResetDone = true; // So it wont trigger 10/s! void resetSearchFilter() { if (searchFilterResetDone == false) // its false so we need to reset it! { RealisticComponentSearch.SetSearchFilter("", 0); // Clear the search! searchFilterResetDone = true; } }