/// <summary> /// Handles the GainedFocus event of the <see cref="GameBase.RenderWindow"/>. /// </summary> /// <param name="sender">The source of the event.</param> /// <param name="e">The <see cref="System.EventArgs"/> instance containing the event data.</param> void rw_GainedFocus(object sender, EventArgs e) { if (GainedFocus != null) { GainedFocus.Raise(this, e); } }
public void GainFocus() { GainedFocus.Raise(this, EventArgs.Empty); if (_useGenericInteractionIndicators) { if (_interactionIndicator == null) { _interactionIndicator = new GameObject("interaction indicator"); _interactionIndicatorPS = Instantiate(InteractionsManager.Instance.GetDefaultFocusPS()).GetComponent <ParticleSystem>(); _interactionIndicatorPS.transform.localPosition = Vector3.zero; _interactionIndicatorPS.transform.SetParent(_interactionIndicator.transform); _interactionIndicatorRend = _interactionIndicator.AddComponent <SpriteRenderer>(); _interactionIndicator.transform.SetParent(gameObject.transform); _interactionIndicator.transform.localPosition = Vector3.zero; _interactionIndicatorRend.sortingLayerID = GetComponent <SpriteRenderer>().sortingLayerID; _interactionIndicatorRend.sortingOrder = GetComponent <SpriteRenderer>().sortingOrder + 1; } _interactionIndicatorRend.sprite = _focusSprite; _interactionIndicatorPS.Play(); } }