/// <summary> /// Desactivates the analyzer tool. Called by the gamecontroller on server connection lost /// or player entered shutdown. /// </summary> public void DesactivateAnalyzerTool() { previousColBroadcast = colBroadcast; DisengageSelectionDisplay(); if (AnalyzerToolContainer.GetComponent <Animator> ().enabled == true) { AnalyzerToolContainer.GetComponent <Animator> ().SetTrigger("Disappear"); } AnalyzedObject = null; }
// Update is called once per frame void Update() { if (CanSelect && Input.GetMouseButtonUp(0)) { // ray cast for click on screen. ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit, 200.0f, AnalyzerRaycastMask)) { previousColBroadcast = colBroadcast; if ((colBroadcast = hit.collider.gameObject.GetComponent <ColliderBroadcast> ())) { // something touched. Debug.Log("Clicked on " + colBroadcast.ObjectRoot.name); // we only update if it is a new object. if (AnalyzedObject != colBroadcast.ObjectRoot) { DisengageSelectionDisplay(); AnalyzedObject = colBroadcast.ObjectRoot; EngagePanelDisplay(); } } else { // clicked on something not in my colliding matrix, make ui disappear. previousColBroadcast = colBroadcast; DisengageSelectionDisplay(); AnalyzerToolContainer.GetComponent <Animator> ().SetTrigger("Disappear"); AnalyzedObject = null; } } else { // clicked on nothing. previousColBroadcast = colBroadcast; DisengageSelectionDisplay(); if (AnalyzedObject && AnalyzerToolContainer.GetComponent <Animator> ().enabled == true) { AnalyzerToolContainer.GetComponent <Animator> ().SetTrigger("Disappear"); } AnalyzedObject = null; } } }