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GreyOutUnselectedObjects.cs
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316 lines (273 loc) · 9.82 KB
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using UnityEngine;
using System.Collections.Generic;
public class GreyOutUnselectedObjects : MonoBehaviour
{
public GameObject model; // Reference to the MODEL GameObject
public GameObject[] selectedChildren; // Array of selected children to keep unchanged
public Material greyedOutMaterial; // Material to apply for greyed-out objects
public bool isVisibilityMode = false; // Set to OFF by default
private Dictionary<Renderer, Material> originalMaterials = new Dictionary<Renderer, Material>();
private bool previousVisibilityMode; // Store the previous state of isVisibilityMode
void Start()
{
// Store original materials for all children of the model
StoreOriginalMaterials(model.transform);
UpdateVisibility(); // Initial visibility based on the toggle state
previousVisibilityMode = isVisibilityMode; // Initialize the previous state
}
void StoreOriginalMaterials(Transform parent)
{
Queue<Transform> queue = new Queue<Transform>();
queue.Enqueue(parent);
while (queue.Count > 0)
{
Transform current = queue.Dequeue();
Renderer renderer = current.GetComponent<Renderer>();
if (renderer != null)
{
// Store the original material
originalMaterials[renderer] = renderer.material;
}
// Enqueue all children of the current transform
foreach (Transform child in current)
{
queue.Enqueue(child);
}
}
}
void Update()
{
// Check if isVisibilityMode has changed
if (isVisibilityMode != previousVisibilityMode)
{
UpdateVisibility(); // Call to update visibility based on the new state
previousVisibilityMode = isVisibilityMode; // Update the previous state
}
}
public void UpdateVisibility()
{
if (isVisibilityMode)
{
RestoreVisibility();
}
else
{
GreyOutUnselectedChildren();
}
}
public void GreyOutUnselectedChildren()
{
Queue<Transform> queue = new Queue<Transform>();
queue.Enqueue(model.transform);
while (queue.Count > 0)
{
Transform current = queue.Dequeue();
// Check if the current transform is one of the selected children or their descendants
if (!IsSelectedOrDescendant(current))
{
GreyOutChild(current);
}
else
{
RestoreChildVisibility(current); // Restore the selected children's visibility
}
// Enqueue all children of the current transform
foreach (Transform child in current)
{
queue.Enqueue(child);
}
}
}
void GreyOutChild(Transform child)
{
Renderer renderer = child.GetComponent<Renderer>();
if (renderer != null)
{
// Store the original material if it's not already stored
if (!originalMaterials.ContainsKey(renderer))
{
originalMaterials[renderer] = renderer.material; // Store the original material
}
// Apply the greyed-out material
renderer.material = greyedOutMaterial;
}
}
void RestoreVisibility()
{
Queue<Transform> queue = new Queue<Transform>();
queue.Enqueue(model.transform);
while (queue.Count > 0)
{
Transform current = queue.Dequeue();
RestoreChildVisibility(current);
// Enqueue all children of the current transform
foreach (Transform child in current)
{
queue.Enqueue(child);
}
}
}
void RestoreChildVisibility(Transform parent)
{
Renderer renderer = parent.GetComponent<Renderer>();
if (renderer != null && originalMaterials.ContainsKey(renderer))
{
renderer.material = originalMaterials[renderer]; // Restore original material
}
}
bool IsSelectedOrDescendant(Transform current)
{
foreach (GameObject selectedChild in selectedChildren)
{
if (current.gameObject == selectedChild || IsDescendantOf(current, selectedChild.transform))
{
return true;
}
}
return false;
}
bool IsDescendantOf(Transform child, Transform parent)
{
Transform current = child.parent;
while (current != null)
{
if (current == parent)
{
return true;
}
current = current.parent;
}
return false;
}
}
// using UnityEngine;
// using System.Collections.Generic;
// public class GreyOutUnselectedObjects : MonoBehaviour
// {
// public GameObject model; // Reference to the MODEL GameObject
// public GameObject selectedChild; // The child to keep unchanged
// public Material greyedOutMaterial; // Material to apply for greyed out objects
// public bool isVisibilityMode = true; // Inspector toggle
// private Dictionary<Renderer, Material> originalMaterials = new Dictionary<Renderer, Material>();
// private bool previousVisibilityMode; // Store the previous state of isVisibilityMode
// void Start()
// {
// // Store original materials for all children of the model
// StoreOriginalMaterials(model.transform);
// UpdateVisibility(); // Initial visibility based on the toggle state
// previousVisibilityMode = isVisibilityMode; // Initialize the previous state
// }
// void StoreOriginalMaterials(Transform parent)
// {
// Queue<Transform> queue = new Queue<Transform>();
// queue.Enqueue(parent);
// while (queue.Count > 0)
// {
// Transform current = queue.Dequeue();
// Renderer renderer = current.GetComponent<Renderer>();
// if (renderer != null)
// {
// // Store the original material
// originalMaterials[renderer] = renderer.material;
// }
// // Enqueue all children of the current transform
// foreach (Transform child in current)
// {
// queue.Enqueue(child);
// }
// }
// }
// void Update()
// {
// // Check if isVisibilityMode has changed
// if (isVisibilityMode != previousVisibilityMode)
// {
// UpdateVisibility(); // Call to update visibility based on the new state
// previousVisibilityMode = isVisibilityMode; // Update the previous state
// }
// }
// public void UpdateVisibility()
// {
// if (isVisibilityMode)
// {
// RestoreVisibility();
// }
// else
// {
// GreyOutUnselectedChildren();
// }
// }
// public void GreyOutUnselectedChildren()
// {
// Queue<Transform> queue = new Queue<Transform>();
// queue.Enqueue(model.transform);
// while (queue.Count > 0)
// {
// Transform current = queue.Dequeue();
// // Check if the current transform is the selected child or its descendants
// if (current.gameObject != selectedChild && !IsDescendantOf(current, selectedChild.transform))
// {
// GreyOutChild(current);
// }
// else
// {
// RestoreChildVisibility(current); // Restore the selected child's visibility
// }
// // Enqueue all children of the current transform
// foreach (Transform child in current)
// {
// queue.Enqueue(child);
// }
// }
// }
// void GreyOutChild(Transform child)
// {
// Renderer renderer = child.GetComponent<Renderer>();
// if (renderer != null)
// {
// // Store the original material if it's not already stored
// if (!originalMaterials.ContainsKey(renderer))
// {
// originalMaterials[renderer] = renderer.material; // Store the original material
// }
// // Apply the greyed-out material
// renderer.material = greyedOutMaterial;
// }
// }
// void RestoreVisibility()
// {
// Queue<Transform> queue = new Queue<Transform>();
// queue.Enqueue(model.transform);
// while (queue.Count > 0)
// {
// Transform current = queue.Dequeue();
// RestoreChildVisibility(current);
// // Enqueue all children of the current transform
// foreach (Transform child in current)
// {
// queue.Enqueue(child);
// }
// }
// }
// void RestoreChildVisibility(Transform parent)
// {
// Renderer renderer = parent.GetComponent<Renderer>();
// if (renderer != null && originalMaterials.ContainsKey(renderer))
// {
// renderer.material = originalMaterials[renderer]; // Restore original material
// }
// }
// bool IsDescendantOf(Transform child, Transform parent)
// {
// Transform current = child.parent;
// while (current != null)
// {
// if (current == parent)
// {
// return true;
// }
// current = current.parent;
// }
// return false;
// }
// }