示例#1
0
 void OnSelect()
 {
     active = !active;
     if (active)
     {
         gameObject.GetComponent <Renderer>().material.color = Color.green;
         SmokeyController.makeENVlayer(ID);
     }
     else
     {
         gameObject.GetComponent <Renderer>().material.color = Color.gray;
         SmokeyController.removeENVlayer(ID);
     }
 }
示例#2
0
    void OnSelect()
    {
        if (!active)
        {
            active = true;
            gameObject.GetComponent <Renderer>().material.color = Color.green;
            LayeredMapping.resetLayerPos();
            SmokeyController.DeleteAllENV();
            //if (dataset == 1)
            //{
            //    for (int i = 0; i < SmokeyController.allHabitats.Count; i++)
            //    {
            //        SmokeyController.allHabitats[i].SetActive(false);
            //        SmokeyController.LayeredHabitats[i].SetActive(false);
            //    }
            //    for (int i = SmokeyController.batchCount; i < SmokeyController.allHabitats.Count; i++)
            //    {
            //        SmokeyController.allHabitats[i].SetActive(true);
            //        SmokeyController.LayeredHabitats[i].SetActive(true);
            //    }
            //    FilteringSpecies.changeText1();
            //}
            //else if (dataset == 2)
            //{
            //    for (int i = 0; i < SmokeyController.batchCount; i++)
            //    {
            //        SmokeyController.allHabitats[i].SetActive(true);
            //        SmokeyController.LayeredHabitats[i].SetActive(true);
            //    }
            //    for (int i = SmokeyController.batchCount; i < SmokeyController.allHabitats.Count; i++)
            //    {
            //        SmokeyController.allHabitats[i].SetActive(false);
            //        SmokeyController.LayeredHabitats[i].SetActive(false);
            //    }
            //    FilteringSpecies.changeText();
            //}



            for (int i = 0; i < layerName.Count; i++)             // placing transparent layers in the positions when history was recorded
            {
                var obj = GameObject.Find(layerName[i]);
                obj.transform.localPosition = layerPos[i];
            }



            for (int i = 0; i < envID.Count; i++)                // creating and placing env layers
            {
                int id = envID[i];
                SmokeyController.makeENVlayer(id);
                foreach (Transform item in SmokeyController.allENVlayers)
                {
                    if (item.name.Equals(id.ToString()))
                    {
                        item.localPosition = envPos[i];
                    }
                }
            }
        }
        else if (active)
        {
            active = false;
            gameObject.GetComponent <Renderer>().material.color = Color.gray;
            LayeredMapping.resetLayerPos();
            SmokeyController.DeleteAllENV();
            // reset data to first dataset
        }
    }