private void MerchandiseColorFilterColors() { InputSearch.ClearAndEnterText("White"); WaitForAjax(); TableColors.Verify(); InputSearch.ClearAndEnterText("BlahBlah"); WaitForAjax(); TableColors.Verify(); InputSearch.ClearAndEnterText("Black"); WaitForAjax(); TableColors.Verify(); Console.WriteLine("Verified that filtering the list of color list works."); }
void Start() { handName = handType == HandType.RIGHT ? "RightHand" : "LeftHand"; tableColors = GetComponent <TableColors>(); //transform.GetChild(1).gameObject.GetComponent<MeshRenderer>().material = selected; limx = new float[2]; limz = new float[2]; limx[0] = transform.position.x - 1.04f / 2; limx[1] = transform.position.x + 1.04f / 2; limz[0] = transform.position.z - 1.04f / 2; limz[1] = transform.position.z + 1.04f / 2; Debug.Log($"limx {limx[0]} {limx[1]}"); Debug.Log($"limz {limz[0]} {limz[1]}"); LinkEvents(); }
void Start() { startingPoint = transform.position; startingRotation = transform.rotation; GameTable = GameObject.Find("GameTable").GetComponent <TableColors>(); }
// Start is called before the first frame update void Start() { Table = transform.parent.parent.gameObject.GetComponent <TableColors>(); }