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CH6NRSRManager

Sep 16th, 2017
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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. using System;
  4. using HoloToolkit.Unity;
  5.  
  6.  
  7. public class NRSRManager : Singleton<NRSRManager>
  8. {
  9. public Renderer[] ObjectsInScene;
  10. public List<GameObject> FilterObjectsInScene = new List<GameObject>();
  11. //Used to trigger next object update
  12. public int TotalNumberOfObjects = 0;
  13. public int PreviousFrameObjectCount = 0;
  14.  
  15. public static GameObject FocusedObject;
  16.  
  17. public delegate void OnObjectFocused();
  18. public static event OnObjectFocused ObjectFocused;
  19. public static event OnObjectFocused ObjectUnFocused;
  20.  
  21.  
  22. //just in case we need - these numbers added together should always = total number of objects
  23. public int numberofVisibleObjects;
  24. public int numberOfFilteredObjects;
  25.  
  26. public Material BoundingBoxMat;
  27.  
  28. private void Update()
  29. {
  30. if(FocusedObject == null)
  31. {
  32.  
  33. if (ObjectUnFocused != null)
  34. {
  35.  
  36. ObjectUnFocused();
  37. }
  38.  
  39. return;
  40. }
  41.  
  42. if (FocusedObject != null)
  43. {
  44. if (ObjectFocused != null)
  45. {
  46.  
  47. ObjectFocused();
  48.  
  49. }
  50. }
  51.  
  52. }
  53.  
  54. public static void SendFocusedObjectToManager(GameObject go)
  55. {
  56. FocusedObject = go;
  57. Debug.Log(go.name + " to NRSRManager");
  58.  
  59. }
  60. public static void ClearFocusedObjectFromManager()
  61. {
  62.  
  63. FocusedObject = null;
  64.  
  65. }
  66.  
  67. void FixedUpdate()
  68. {
  69.  
  70. FindObjectsInScene(); //Likely expensive to do every frame, dynamic systems tend to come at a cost.
  71.  
  72. TotalNumberOfObjects = ObjectsInScene.Length;
  73.  
  74. if (TotalNumberOfObjects != PreviousFrameObjectCount)
  75. {
  76. FilterUnneededObjects();
  77. numberofVisibleObjects = FilterObjectsInScene.Count;
  78.  
  79. foreach (GameObject go in FilterObjectsInScene)
  80. {
  81. if (go.transform.root.gameObject.GetComponent<BoundingBox>() == null)
  82. {
  83. BoundingBox box = go.transform.root.gameObject.AddComponent<BoundingBox>();
  84. go.transform.root.gameObject.AddComponent<FadeObjectNotActive>();
  85. box.isRootObject = true;
  86.  
  87.  
  88. }
  89. }
  90. }
  91. PreviousFrameObjectCount = ObjectsInScene.Length;
  92. }
  93.  
  94.  
  95. void FindObjectsInScene()
  96. {
  97. ObjectsInScene = null;
  98. ObjectsInScene = FindObjectsOfType<Renderer>();
  99. }
  100.  
  101. void FilterUnneededObjects()
  102. {
  103. FilterObjectsInScene.Clear();
  104. numberOfFilteredObjects = 0;
  105.  
  106. for (int i = 0; i < ObjectsInScene.Length; i++)
  107. {
  108. if (ObjectsInScene[i].gameObject.tag != "NRSRTools")
  109. {
  110. FilterObjectsInScene.Add(ObjectsInScene[i].gameObject);
  111. }
  112. else
  113. {
  114. numberOfFilteredObjects++;
  115. }
  116. }
  117. }
  118. }
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