public void Add(string id, string parentID, string sceneName, float[] position, float[] rotation, float[] scale, float[] velocity, bool myself, ClickActionType clickActionType) { if (Contains(id)) Delete(id); list.Add(id, new PrimData(id, parentID, sceneName, position, rotation, scale, velocity, myself, clickActionType)); }
void UpdateBattleGroupID() { if (index > Battle.battleGroupList.Count) { gameObject.SetActive(false); battleGroupID = string.Empty; return; } else if (index < Battle.battleGroupList.Count) { gameObject.SetActive(true); battleGroupID = Battle.battleGroupList[index].battleType; clickActionType = ClickActionType.ShowBattle; } else { gameObject.SetActive(true); for (int i = 0; i < Battle.Instance.battleIDList.Count; i++) { BattleGroup b = Battle.battleGroupList.Find(x => x.battleType == Battle.Instance.battleIDList[i]); if (b == null) { UIToggleBattle t = UIBattle.Instance.uiToggleBattleList.Find(x => x.battleGroupID == Battle.Instance.battleIDList[i]); if (t == null) { battleGroupID = Battle.Instance.battleIDList[i]; break; } } } clickActionType = ClickActionType.ShowPreparation; } }
public HitData(float x, float y, float z, ObjectType type, ClickActionType click, float length, string id) { this.point = new float[3] { x, y, z }; this.type = type; this.click = click; this.length = length; this.id = id; }
public bool AddPrim(string id, string primID, string parentID, string sceneName, float[] position, float[] rotation, float[] scale, float[] velocity, bool myself, ClickActionType clickActionType) { if (!Contains(id)) return false; SimData d = list[id]; d.PrimCollection.Add(primID, parentID, sceneName, position, rotation, scale, velocity, myself, clickActionType); return true; }
public PrimData(string id, string parentID, string sceneName, float[] position, float[] rotation, float[] scale, float[] velocity, bool myself, ClickActionType clickActionType) : base(id, parentID, position, rotation, scale, velocity, myself) { this.sceneName = sceneName; this.clickActionType = clickActionType; }