Exemplo n.º 1
0
        // ------------------------------------------------------------------------------------------------
        /// <summary>
        /// Called most of the time the sim is running to highlight whatever is under the mouse currently.
        /// If it's part of set, then highlight is updated on selected set. I.e. if we have mouse-dragged
        /// to select a bunch of stuff, subsequently doing a mouse-over one of them will highlight all of them
        /// </summary>
        /// <returns></returns>
        public void UpdateHilight(UN_Camera cam)
        // ------------------------------------------------------------------------------------------------
        {
            //SM_ISelectable obj = CheckForObjectUnderMouse(cam);
            //if (obj == null)
            //{
            //    UnHilightAll();
            //}
            //else if (obj.IsHilighted == false) // the object wasn't hilighted before
            //{
            //    UnHilightAll();     // clear out old set

            //    // if this object is a member of a set, then hilight all of them
            //    if (obj.IsSelected && _selected.Count > 1)
            //    {
            //        foreach (var v in _selected)
            //        {
            //            SetHilighted(v);
            //        }
            //    }
            //    else
            //    {
            //        SetHilighted(obj);
            //    }
            //}
            // otherwise we were already hilighted and have nothing to do.
        }
Exemplo n.º 2
0
        // -----------------------------------------------------------------------------------------
        public bool FindTerrainPointUnderMouse(UN_Camera cam, ref Vector3 where)
        // -----------------------------------------------------------------------------------------
        {
            if (Dbg.Assert(cam != null))
            {
                return(false);
            }

            Ray ray = cam.ScreenPointToRay(Input.mousePosition);

            RaycastHit hitInfo;

            if (!Physics.Raycast(ray, out hitInfo, 300, _terrainLayerMask))
            {
                return(false);
            }

            where = hitInfo.point;
            return(true);
        }
Exemplo n.º 3
0
        // ------------------------------------------------------------------------------------------------
        /// <summary>
        /// Simply returns the 'best' ISelectable under the mouse
        /// </summary>
        /// <returns></returns>
        protected SM_ISelectable CheckForObjectUnderMouse(UN_Camera cam)
        // ------------------------------------------------------------------------------------------------
        {
            if (Dbg.Assert(cam != null))
            {
                return(null);
            }

            Ray ray = cam.ScreenPointToRay(Input.mousePosition);

            RaycastHit[] hits = Physics.RaycastAll(ray);
            if (hits == null)
            {
                return(null);
            }

            int            bestNdx    = -1;
            float          bestDst    = float.MaxValue;
            SM_ISelectable bestSelect = null;

            for (int i = 0; i < hits.Length; i++)
            {
                if (hits[i].distance < bestDst)
                {
                    if (CheckParentsForSelectable(hits[i].transform, ref bestSelect))
                    {
                        bestNdx = i;
                    }
                }
            }

            if (bestNdx < 0)
            {
                return(null);
            }

            return(bestSelect);
        }
Exemplo n.º 4
0
 // -----------------------------------------------------------------------------------------
 /// <summary>
 /// should be called when we're curious if the mouse is selecting something else
 /// </summary>
 /// <param name="mode"></param>
 public bool SelectSingleUnderMouse(UN_Camera camera)
 // -----------------------------------------------------------------------------------------
 {
     return(SetSelected(CheckForObjectUnderMouse(camera)));
 }