void handleMaterialProperties() { currentMaterialsPage = 0; //before we add new materials clear out the list materialNames.Clear(); //if the hit object has a renderer, get the material if (_selectedObject.GetComponent <Renderer>()) { //if there is more than one material loop and add for (int i = 0; i < _selectedObject.GetComponent <Renderer>().materials.Length; i++) { materialNames.Add(_selectedObject.GetComponent <Renderer>().materials[i].name); } } //get all the materials in the children //--TODO: Do this on GLTF serialization Renderer[] renderers = _selectedObject.GetComponentsInChildren <Renderer>(); foreach (Renderer renderer in renderers) { materialNames.Add(renderer.material.name); } removeLastMaterialPage(); //get only unique instances of the material names materialNames = materialNames.Distinct().ToList(); //create "chunks" groups of 4 to display the object chunkedMaterialList = ListExtensions.ChunkBy(materialNames, 4); showMaterialPage(0); }
void Start() { _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; //create "chunks" groups of 4 to display the object chunkedList = ListExtensions.ChunkBy(propController.propObjects, 4); showPropObjectPage(0); }
private AtomUsers GetAtomUsers(List <InfoList> list) { var groups = ListExtensions.ChunkBy(list, 5); var atomUsers = new AtomUsers { Users = new List <AtomUser>() }; foreach (var group in groups) { var result = userClient.DownloadString($"{API}/atom/users?userIds={string.Join(",", group.Select(x => x.friendUserId))}"); var tempUsers = new XMLSerializer().Deserialize <AtomUsers>(result); atomUsers.Users = atomUsers.Users.Concat(tempUsers.Users).ToList(); } return(atomUsers); }
void Start() { //create "chunks" groups of 4 to display the object chunkedList = ListExtensions.ChunkBy(propManager.propObjects, 4); showPropObjectPage(0); }