public void _FilterSearchList() { //Would make sense to combine both but not sure why p_list has to be kept under CanvasGroup. ApartmentManager.instance.FilterApartments(); p_List.DoToggleCancasGroup(true); Debug.Log("Generating List"); p_ListContent._GenerateListOnClick(true); Debug.Log("Generating List - complete"); _FilterSearch3D(); }
void RegenerateListOrGrid() { foreach (ApartmentBlock apartments in ApartmentManager.instance.allSceneApartments) { apartments.GetComponent <Renderer>().material = orginalMat; } ApartmentManager.instance.selectedApartment.GetComponent <Renderer>().material = ApartmentManager.instance.highlightMat; if (favoriteGridContent.gameObject.activeInHierarchy == true) { favoriteGridContent._GenerateGridOnClick(); } if (favoriteListContent.gameObject.activeInHierarchy == true) { favoriteListContent._GenerateListOnClick(true); } Debug.Log("RegeneratingList"); }