public IEnumerator Apply() { SelectionManager = MetaSelectionSet.ConstructPayloadSelectionSet(Bound, Bars, NormalState, SelectedState, NoneSelectedState, NormalStateMulti, SelectedStateMulti, NoneSelectedStateMulti); var clickSelector = PayloadSelectorFactory.InstantiateClickSelect(SelectionManager, gameObject); clickSelector.SelectionMode.OperationToPerform = SelectionOperation.SelectOnly; var controlClickSelector = PayloadSelectorFactory.InstantiateClickSelect(SelectionManager, gameObject, new InputModifiers() { Control = true }); controlClickSelector.SelectionMode.OperationToPerform = SelectionOperation.ToggleFullySelected; var rowSelect = PayloadSelectorFactory.InstantiateRowColumnSelect(SelectionManager); rowSelect.SelectionMode.OperationToPerform = SelectionOperation.SelectOnly; var controlRowSelect = PayloadSelectorFactory.InstantiateRowColumnSelect(SelectionManager); controlRowSelect.SelectionMode.OperationToPerform = SelectionOperation.ToggleFullySelected; PayloadSelectorFactory.InstantiateSelectAll(SelectionManager); var iterator = SelectionManager.TransmitAll(); while (iterator.MoveNext( )) { yield return(null); } }
public override IEnumerator ReceivePayload(VisualPayload payload) { //payload.VisualData.Bound.Data = payload.Data; var metaEntries = EntryField.GetEntries(payload.Data); var createdPayloads = new List <VisualPayload>(); foreach (var metaEntry in metaEntries) { // foreach ( var entry in entries ) // { var newBound = payload.VisualData.Bound.CreateDependingBound(Name); var newPayload = new VisualPayload(metaEntry.Last(), new VisualDescription(newBound)); //newBound.Data = metaEntry.Last(); createdPayloads.Add(newPayload); } MetaSelectionSet selectionManager = MetaSelectionSet.ConstructPayloadSelectionSet( payload.VisualData.Bound, createdPayloads, NormalState, SelectedState, NoneSelectedState, NormalStateMulti, SelectedStateMulti, NoneSelectedStateMulti); var iterator = selectionManager.TransmitAll(); while (iterator.MoveNext()) { yield return(null); } }
public void ApplyPoints() { SelectionManager = MetaSelectionSet.ConstructPayloadSelectionSet(Bound, ScatterPoints, NormalState, SelectedState, NoneSelectedState, NormalStateMulti, SelectedStateMulti, NoneSelectedStateMulti); PayloadSelectorFactory.InstantiateSelectAll(SelectionManager); PayloadSelectorFactory.InstantiateFrustumSelect(SelectionManager); var clickSelector = PayloadSelectorFactory.InstantiateClickSelect(SelectionManager, gameObject); clickSelector.SelectionMode.OperationToPerform = SelectionOperation.Select; }