using UnityEngine; public class HIDE_OBJECT : MonoBehaviour { public void This() { print("Name====" + name); // switch (name) // { // case "btnIsland": Category("floor", "no"); break; // case "btnWall": Category("w", "W"); break; // case "btnBase": Category("w", "BA"); break; // case "btnSelected": Category("SELECTEDLIST", ""); break; // case "btnCeiling": Category("ceil", "no"); break; // } if (!string.IsNullOrEmpty(SceneModeManager.SelectedName)) { GameObject selectedObject = GameObject.Find("SCENE").transform.Find(SceneModeManager.SelectedName).gameObject; if (selectedObject.activeSelf) { CommandHandler.Instance?.AddToHistory(new HideCommand(SceneModeManager.SelectedName, false)); _G.SELECEDLIST = new(); DOIT.AllSelOff(); DOIT.CloseALLPNL(); } else { CommandHandler.Instance?.AddToHistory(new HideCommand(SceneModeManager.SelectedName, true)); } } Category("SELECTEDLIST", ""); } public static void Category(string category, string subcategory) { for (var i = 0; i < _G.OBJnum; i++) { if (DOIT.exist(i)) { string AttachedTo = _G.OBJs[i][22]; string SubCategory = ""; if (_G.OBJs[i][2] == "Cabinet") { SubCategory = _G.OBJs[i][5]; } if (category == AttachedTo)//floor or ceiling { CommandHandler.Instance?.AddToHistory(new HideCommand(_G.OBJs[i][0], false)); } if (AttachedTo.IndexOf(category) != -1 && SubCategory.IndexOf(subcategory) != -1)//Wall { CommandHandler.Instance?.AddToHistory(new HideCommand(_G.OBJs[i][0], false)); } if (AttachedTo.IndexOf(category) != -1 && SubCategory.IndexOf(subcategory) != -1)//BASE { CommandHandler.Instance?.AddToHistory(new HideCommand(_G.OBJs[i][0], false)); } if (category == "SELECTEDLIST")//SLECTEDLIST { if (_G.SELECEDLIST.Contains(_G.OBJs[i][0])) { CommandHandler.Instance?.AddToHistory(new HideCommand(_G.OBJs[i][0], false)); } } } } DOIT.CloseALLPNL(); } }