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450 lines
17 KiB
450 lines
17 KiB
5 months ago
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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namespace HighlightPlus {
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public delegate bool OnObjectSelectionEvent(GameObject obj);
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[RequireComponent(typeof(HighlightEffect))]
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[DefaultExecutionOrder(100)]
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[HelpURL("https://kronnect.com/guides/highlight-plus-introduction/")]
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public class HighlightManager : MonoBehaviour {
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[Tooltip("Enables highlight when pointer is over this object.")]
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[SerializeField]
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bool _highlightOnHover = true;
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public bool highlightOnHover {
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get { return _highlightOnHover; }
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set {
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if (_highlightOnHover != value) {
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_highlightOnHover = value;
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if (!_highlightOnHover) {
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if (currentEffect != null) {
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Highlight(false);
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}
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}
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}
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}
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}
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public LayerMask layerMask = -1;
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public Camera raycastCamera;
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public RayCastSource raycastSource = RayCastSource.MousePosition;
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[Tooltip("Minimum distance for target.")]
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public float minDistance;
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[Tooltip("Maximum distance for target. 0 = infinity")]
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public float maxDistance;
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[Tooltip("Blocks interaction if pointer is over an UI element")]
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public bool respectUI = true;
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[Tooltip("If the object will be selected by clicking with mouse or tapping on it.")]
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public bool selectOnClick;
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[Tooltip("Optional profile for objects selected by clicking on them")]
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public HighlightProfile selectedProfile;
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[Tooltip("Profile to use whtn object is selected and highlighted.")]
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public HighlightProfile selectedAndHighlightedProfile;
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[Tooltip("Automatically deselects other previously selected objects")]
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public bool singleSelection;
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[Tooltip("Toggles selection on/off when clicking object")]
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public bool toggle;
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[Tooltip("Keeps current selection when clicking outside of any selectable object")]
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public bool keepSelection = true;
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HighlightEffect baseEffect, currentEffect;
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Transform currentObject;
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RaycastHit2D[] hitInfo2D;
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public readonly static List<HighlightEffect> selectedObjects = new List<HighlightEffect>();
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public event OnObjectSelectionEvent OnObjectSelected;
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public event OnObjectSelectionEvent OnObjectUnSelected;
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public event OnObjectHighlightEvent OnObjectHighlightStart;
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public event OnObjectHighlightEvent OnObjectHighlightEnd;
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public static int lastTriggerFrame;
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static HighlightManager _instance;
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public static HighlightManager instance {
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get {
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if (_instance == null) {
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_instance = Misc.FindObjectOfType<HighlightManager>();
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}
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return _instance;
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}
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}
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[RuntimeInitializeOnLoadMethod]
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static void DomainReloadDisabledSupport() {
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selectedObjects.Clear();
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lastTriggerFrame = 0;
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_instance = null;
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}
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void OnEnable() {
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currentObject = null;
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currentEffect = null;
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if (baseEffect == null) {
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baseEffect = GetComponent<HighlightEffect> ();
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if (baseEffect == null) {
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baseEffect = gameObject.AddComponent<HighlightEffect> ();
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}
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}
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raycastCamera = GetComponent<Camera> ();
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if (raycastCamera == null) {
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raycastCamera = GetCamera ();
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if (raycastCamera == null) {
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Debug.LogError ("Highlight Manager: no camera found!");
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}
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}
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hitInfo2D = new RaycastHit2D[1];
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InputProxy.Init();
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}
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void OnDisable () {
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SwitchesObject (null);
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internal_DeselectAll();
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}
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void Update () {
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if (raycastCamera == null)
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return;
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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if (respectUI) {
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EventSystem es = EventSystem.current;
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if (es == null) {
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es = CreateEventSystem();
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}
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List<RaycastResult> raycastResults = new List<RaycastResult>();
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PointerEventData eventData = new PointerEventData(es);
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Vector3 cameraPos = raycastCamera.transform.position;
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if (raycastSource == RayCastSource.MousePosition) {
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eventData.position = InputProxy.mousePosition;
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} else {
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eventData.position = new Vector2(raycastCamera.pixelWidth * 0.5f, raycastCamera.pixelHeight * 0.5f);
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}
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es.RaycastAll(eventData, raycastResults);
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int hitCount = raycastResults.Count;
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// check UI blocker
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bool blocked = false;
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for (int k = 0; k < hitCount; k++) {
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RaycastResult rr = raycastResults[k];
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if (rr.module is UnityEngine.UI.GraphicRaycaster) {
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blocked = true;
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break;
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}
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}
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if (blocked) return;
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// look for our gameobject
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for (int k = 0; k < hitCount; k++) {
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RaycastResult rr = raycastResults[k];
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float distance = Vector3.Distance(rr.worldPosition, cameraPos);
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if (distance < minDistance || (maxDistance > 0 && distance > maxDistance)) continue;
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GameObject theGameObject = rr.gameObject;
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if ((layerMask & (1 << rr.gameObject.layer)) == 0) continue;
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// is this object state controller by Highlight Trigger?
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HighlightTrigger trigger = theGameObject.GetComponent<HighlightTrigger>();
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if (trigger != null) return;
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// Toggles selection
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Transform t = theGameObject.transform;
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if (InputProxy.GetMouseButtonDown(0)) {
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if (selectOnClick) {
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ToggleSelection(t, !toggle);
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}
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} else {
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// Check if the object has a Highlight Effect
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if (t != currentObject) {
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SwitchesObject(t);
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}
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}
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return;
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}
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}
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// if not blocked by UI and no hit found, fallback to raycast (required if no PhysicsRaycaster is present on the camera)
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#endif
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Ray ray;
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if (raycastSource == RayCastSource.MousePosition) {
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#if !ENABLE_INPUT_SYSTEM
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if (!CanInteract()) {
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return;
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}
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#endif
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ray = raycastCamera.ScreenPointToRay(InputProxy.mousePosition);
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} else {
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ray = new Ray(raycastCamera.transform.position, raycastCamera.transform.forward);
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}
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RaycastHit hitInfo;
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if (Physics.Raycast(ray, out hitInfo, maxDistance > 0 ? maxDistance : raycastCamera.farClipPlane, layerMask) && Vector3.Distance(hitInfo.point, ray.origin) >= minDistance) {
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Transform t = hitInfo.collider.transform;
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// is this object state controller by Highlight Trigger?
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HighlightTrigger trigger = t.GetComponent<HighlightTrigger>();
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if (trigger != null) return;
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// Toggles selection
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if (InputProxy.GetMouseButtonDown(0)) {
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if (selectOnClick) {
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ToggleSelection(t, !toggle);
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}
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} else {
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// Check if the object has a Highlight Effect
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if (t != currentObject) {
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SwitchesObject(t);
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}
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}
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return;
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} else // check sprites
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if (Physics2D.GetRayIntersectionNonAlloc(ray, hitInfo2D, maxDistance > 0 ? maxDistance : raycastCamera.farClipPlane, layerMask) > 0 && Vector3.Distance(hitInfo2D[0].point, ray.origin) >= minDistance) {
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Transform t = hitInfo2D[0].collider.transform;
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// is this object state controller by Highlight Trigger?
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HighlightTrigger trigger = t.GetComponent<HighlightTrigger>();
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if (trigger != null) return;
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// Toggles selection
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if (InputProxy.GetMouseButtonDown(0)) {
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if (selectOnClick) {
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ToggleSelection(t, !toggle);
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}
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} else {
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// Check if the object has a Highlight Effect
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if (t != currentObject) {
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SwitchesObject(t);
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}
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}
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return;
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}
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// no hit
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if (selectOnClick && !keepSelection && InputProxy.GetMouseButtonDown(0) && lastTriggerFrame < Time.frameCount) {
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internal_DeselectAll();
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}
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SwitchesObject (null);
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}
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#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
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EventSystem CreateEventSystem() {
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GameObject eo = new GameObject("Event System created by Highlight Plus", typeof(EventSystem), typeof(UnityEngine.InputSystem.UI.InputSystemUIInputModule));
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return eo.GetComponent<EventSystem>();
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}
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#endif
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void SwitchesObject (Transform newObject) {
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if (currentEffect != null) {
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if (highlightOnHover) {
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Highlight(false);
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}
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currentEffect = null;
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}
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currentObject = newObject;
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if (newObject == null) return;
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HighlightTrigger ht = newObject.GetComponent<HighlightTrigger>();
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if (ht != null && ht.enabled)
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return;
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HighlightEffect otherEffect = newObject.GetComponent<HighlightEffect> ();
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if (otherEffect == null) {
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// Check if there's a parent highlight effect that includes this object
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HighlightEffect parentEffect = newObject.GetComponentInParent<HighlightEffect>();
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if (parentEffect != null && parentEffect.Includes(newObject)) {
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currentEffect = parentEffect;
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if (highlightOnHover) {
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Highlight(true);
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}
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return;
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}
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}
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currentEffect = otherEffect != null ? otherEffect : baseEffect;
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baseEffect.enabled = currentEffect == baseEffect;
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currentEffect.SetTarget(currentObject);
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if (highlightOnHover) {
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Highlight(true);
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}
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}
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#if !ENABLE_INPUT_SYSTEM
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bool CanInteract() {
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if (!respectUI) return true;
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EventSystem es = EventSystem.current;
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if (es == null) return true;
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if (Application.isMobilePlatform && InputProxy.touchCount > 0 && es.IsPointerOverGameObject(InputProxy.GetFingerIdFromTouch(0))) {
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return false;
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} else if (es.IsPointerOverGameObject(-1))
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return false;
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return true;
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}
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#endif
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void ToggleSelection(Transform t, bool forceSelection) {
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// We need a highlight effect on each selected object
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HighlightEffect hb = t.GetComponent<HighlightEffect>();
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if (hb == null) {
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HighlightEffect parentEffect = t.GetComponentInParent<HighlightEffect>();
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if (parentEffect != null && parentEffect.Includes(t)) {
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hb = parentEffect;
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if (hb.previousSettings == null) {
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hb.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
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}
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hb.previousSettings.Save(hb);
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} else {
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hb = t.gameObject.AddComponent<HighlightEffect>();
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hb.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
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// copy default highlight effect settings from this manager into this highlight plus component
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hb.previousSettings.Save(baseEffect);
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hb.previousSettings.Load(hb);
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}
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}
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bool currentState = hb.isSelected;
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bool newState = forceSelection ? true : !currentState;
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if (newState == currentState) return;
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if (newState) {
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if (OnObjectSelected != null && !OnObjectSelected(t.gameObject)) return;
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} else {
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if (OnObjectUnSelected != null && !OnObjectUnSelected(t.gameObject)) return;
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}
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if (singleSelection) {
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internal_DeselectAll();
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}
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currentEffect = hb;
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currentEffect.isSelected = newState;
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baseEffect.enabled = false;
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if (currentEffect.isSelected) {
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if (currentEffect.previousSettings == null) {
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currentEffect.previousSettings = ScriptableObject.CreateInstance<HighlightProfile>();
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}
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hb.previousSettings.Save(hb);
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if (!selectedObjects.Contains(currentEffect)) {
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selectedObjects.Add(currentEffect);
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}
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} else {
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if (currentEffect.previousSettings != null) {
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currentEffect.previousSettings.Load(hb);
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}
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if (selectedObjects.Contains(currentEffect)) {
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selectedObjects.Remove(currentEffect);
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}
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}
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Highlight(newState);
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}
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void Highlight(bool state) {
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if (state) {
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if (!currentEffect.highlighted) {
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if (OnObjectHighlightStart != null && currentEffect.target != null) {
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if (!OnObjectHighlightStart(currentEffect.target.gameObject)) return;
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}
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}
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} else {
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if (currentEffect.highlighted) {
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if (OnObjectHighlightEnd != null && currentEffect.target != null) {
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OnObjectHighlightEnd(currentEffect.target.gameObject);
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}
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}
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}
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if (selectOnClick || currentEffect.isSelected) {
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if (currentEffect.isSelected) {
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if (state && selectedAndHighlightedProfile != null) {
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selectedAndHighlightedProfile.Load(currentEffect);
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} else if (selectedProfile != null) {
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selectedProfile.Load(currentEffect);
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} else {
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currentEffect.previousSettings.Load(currentEffect);
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}
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if (currentEffect.highlighted && currentEffect.fading != HighlightEffect.FadingState.FadingOut) {
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currentEffect.UpdateMaterialProperties();
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} else {
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currentEffect.SetHighlighted(true);
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}
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return;
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} else if (!highlightOnHover) {
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currentEffect.SetHighlighted(false);
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return;
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}
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}
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currentEffect.SetHighlighted(state);
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}
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public static Camera GetCamera() {
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Camera raycastCamera = Camera.main;
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if (raycastCamera == null) {
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raycastCamera = Misc.FindObjectOfType<Camera>();
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}
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return raycastCamera;
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}
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void internal_DeselectAll() {
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foreach (HighlightEffect hb in selectedObjects) {
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if (hb != null && hb.gameObject != null) {
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if (OnObjectUnSelected != null) {
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if (!OnObjectUnSelected(hb.gameObject)) continue;
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}
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hb.RestorePreviousHighlightEffectSettings();
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hb.isSelected = false;
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hb.SetHighlighted(false);
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}
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}
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selectedObjects.Clear();
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}
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public static void DeselectAll() {
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foreach (HighlightEffect hb in selectedObjects) {
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if (hb != null && hb.gameObject != null) {
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hb.isSelected = false;
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if (hb.highlighted && _instance != null) {
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_instance.Highlight(false);
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} else {
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hb.SetHighlighted(false);
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}
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}
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}
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selectedObjects.Clear();
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}
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/// <summary>
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/// Manually causes highlight manager to select an object
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/// </summary>
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public void SelectObject(Transform t) {
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ToggleSelection(t, true);
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}
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/// <summary>
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/// Manually causes highlight manager to toggle selection on an object
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/// </summary>
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public void ToggleObject(Transform t) {
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ToggleSelection(t, false);
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}
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/// <summary>
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/// Manually causes highlight manager to unselect an object
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/// </summary>
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public void UnselectObject(Transform t) {
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if (t == null) return;
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HighlightEffect hb = t.GetComponent<HighlightEffect>();
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if (hb == null) return;
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if (hb.isSelected) {
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ToggleSelection(t, false);
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}
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}
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}
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}
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