MF_AbstractSelection
Base class for selection scripts. And also provides a common point of reference for certain variables used by other scripts.
Public Variables
targetListScript : MF_AbstractTargetList
The location of this unit’s target list.
If blank: recursively searches self and parents until a target list is found.
targetingScript : MF_AbstractTargeting
The location of this unit’s targeting script.
If blank: recursively searches self and parents until a targeting script is found.
navigationScript : MF_AbstractNavigation
The location of this unit’s navigation script.
If blank: recursively searches self and parents until a navigation script is found.
NoTargetList : bool
If true, will suppress the automatic searching for a target list.
NoTargetingScript : bool
If true, will suppress the automatic searching for a targeting script.
NoNavigationScript : bool
If true, will suppress the automatic searching for a navigation script.
clickObjectBase : GameObject
The base object returned from a mouse click. Also should be the location of MF_AbstractStatus, if any. This allows the clicky collider to be anywhere in the object and still return the correct base object.
If blank: assumes the same object. There is no automatic search for this object as there is no standard criteria to search for.
selectable : bool
If true, this object may be clicked to become selected.
allowClickTargeting : bool
If true, this object’s target list may be edited when selected by shift or right-clicking other objects.
clickTargetPersistance : bool
If true, clicked targets are persistent in the target list. (They won't be cleared due to expired time since last detection.)
prioritizeClickTargets : bool
If true, right-clicked targets are given targeting priority.
clickTargetable : bool
When another object is selected, this object may be clicked to become a target. Does not affect other targeting methods.
selectionManager : GameObject
This prefab should be the same for all clickable objects in the scene. It will be automatically added to the scene at runtime and all clickable objects will reference it.
bracketSize : float
May specify custom bracket size. If 0: will try to determine size from the largest collider bounds dimension. If no collider found, will use the first collider found on immediate children. If still none found, it will then check all of the children’s children for the first collider found. If still none found, it will then use 1.
showSelected : bool
Option to toggle selected mark visibility.
showNavigation : bool
Option to toggle navigation mark visibility.
showTargeting : bool
Option to toggle targeted mark visibility.
Hidden Variables
selectionManagerScript : MF_SelectionManager
The script of the selection manager.
myID : int
The instance ID used to find a target in target lists.
Base class for selection scripts. And also provides a common point of reference for certain variables used by other scripts.
Public Variables
targetListScript : MF_AbstractTargetList
The location of this unit’s target list.
If blank: recursively searches self and parents until a target list is found.
targetingScript : MF_AbstractTargeting
The location of this unit’s targeting script.
If blank: recursively searches self and parents until a targeting script is found.
navigationScript : MF_AbstractNavigation
The location of this unit’s navigation script.
If blank: recursively searches self and parents until a navigation script is found.
NoTargetList : bool
If true, will suppress the automatic searching for a target list.
NoTargetingScript : bool
If true, will suppress the automatic searching for a targeting script.
NoNavigationScript : bool
If true, will suppress the automatic searching for a navigation script.
clickObjectBase : GameObject
The base object returned from a mouse click. Also should be the location of MF_AbstractStatus, if any. This allows the clicky collider to be anywhere in the object and still return the correct base object.
If blank: assumes the same object. There is no automatic search for this object as there is no standard criteria to search for.
selectable : bool
If true, this object may be clicked to become selected.
allowClickTargeting : bool
If true, this object’s target list may be edited when selected by shift or right-clicking other objects.
clickTargetPersistance : bool
If true, clicked targets are persistent in the target list. (They won't be cleared due to expired time since last detection.)
prioritizeClickTargets : bool
If true, right-clicked targets are given targeting priority.
clickTargetable : bool
When another object is selected, this object may be clicked to become a target. Does not affect other targeting methods.
selectionManager : GameObject
This prefab should be the same for all clickable objects in the scene. It will be automatically added to the scene at runtime and all clickable objects will reference it.
bracketSize : float
May specify custom bracket size. If 0: will try to determine size from the largest collider bounds dimension. If no collider found, will use the first collider found on immediate children. If still none found, it will then check all of the children’s children for the first collider found. If still none found, it will then use 1.
showSelected : bool
Option to toggle selected mark visibility.
showNavigation : bool
Option to toggle navigation mark visibility.
showTargeting : bool
Option to toggle targeted mark visibility.
Hidden Variables
selectionManagerScript : MF_SelectionManager
The script of the selection manager.
myID : int
The instance ID used to find a target in target lists.