private void SelectFirst() { var first = StateDetector.DetectStateObject(statesLayer.value); if (!first) { return; } var first_id = first.GetComponent <StateObject>(); if (!first_id) { Debug.Log("selected state dosent have StateID component"); return; } ConnectionEvents.Instance.firstStateID = first_id; ConnectionEvents.Instance.FirstStateSelected(); _isFirstSelected = true; //Debug.Log("first state selected"); }
private void SelectSecond() { if (!_isFirstSelected) { return; } var second = StateDetector.DetectStateObject(statesLayer.value); if (!second) { ConnectionEvents.Instance.SecondStateSelectionCanceled(); Debug.Log("second state selection canceled"); _isFirstSelected = false; return; } //Debug.Log(second.name); var second_id = second.GetComponent <StateObject>(); if (!second_id) { ConnectionEvents.Instance.SecondStateSelectionCanceled(); Debug.Log("selected state dosent have StateID component"); _isFirstSelected = false; return; } if (!AutomataManager.Instance.IsConnectionPossible(ConnectionEvents.Instance.firstStateID.ID, second_id.ID)) //TODO : this isnt working check this another way { ConnectionEvents.Instance.SecondStateSelectionCanceled(); Debug.Log("Current Connection exists"); _isFirstSelected = false; return; } ConnectionEvents.Instance.secondStateID = second_id; ConnectionEvents.Instance.SecondStateSelected(); _isFirstSelected = false; //Debug.Log("second selected"); }
private void Update() { if (Input.GetKeyDown(KeyCode.Space)) { GameObject go = StateDetector.DetectStateObject(stateLayer); bool flag = EventSystem.current.IsPointerOverGameObject(); if (!flag && !go) { BuildStateEvents.Instance.CreateState(); } } if (Input.GetKeyDown(KeyCode.X) || Input.GetKeyDown(KeyCode.Delete)) { var detected = StateDetector.DetectStateObject(stateLayer); if (!detected) { return; } var id = detected.GetComponent <StateObject>().ID; BuildStateEvents.Instance.DeleteState(id); } }
private void Update() { var detectedObject = StateDetector.DetectStateObject(stateLayer); if (!detectedObject) { return; } if (EventSystem.current.currentSelectedGameObject) { return; //if a ui is selected } int id = -1; if (Input.GetKeyDown(KeyCode.Alpha1)) { id = detectedObject.GetComponent <StateObject>().ID; BuildStateEvents.Instance.ChangeStatus(id, Status.START); } else if (Input.GetKeyDown(KeyCode.Alpha2)) { id = detectedObject.GetComponent <StateObject>().ID; BuildStateEvents.Instance.ChangeStatus(id, Status.NORMAL); } else if (Input.GetKeyDown(KeyCode.Alpha3)) { id = detectedObject.GetComponent <StateObject>().ID; BuildStateEvents.Instance.ChangeStatus(id, Status.FINAL); } else if (Input.GetKeyDown(KeyCode.Alpha4)) { id = detectedObject.GetComponent <StateObject>().ID; BuildStateEvents.Instance.ChangeStatus(id, Status.STARTANDFINAL); } }