MF_B_Selection : MF_AbstractSelection
Attached to a collider, this allows a unit to be selected and/or targeted by the player. Additionally, this will also allow the visualization of a unit's targets.
If not the root object, and the root object has a rigidbody, a kinematic rigidbody will need to be added to this object as well, or clicks won't be registered. (A Unity3D limitation)
Additional colliders may be added to the clickable areas of this object with MF_SelectionRepeater.
Inherited Variables
targetListScript, targetingScript, navigationScript, NoTargetList, NoTargetingScript, NoNavigationScript, clickObjectBase, selectable, allowClickTargeting, clickTargetPersistance, prioritizeClickTargets, clickTargetable, selectionManager, bracketSize, showSelection, showNavigation, showTargeting, selectionManagerScript, myID
Public Variables
If any of these are left blank they will use the default defined in the selection manager.
detectedMark : GameObject
A prefab of the bracket to display when this object has been detected by the selected object. If left blank, the default defined in the selection manager will be used.
analyzedMark : GameObject
A prefab of the bracket to display when this object has been analyzed by the selected object. If left blank, the default defined in the selection manager will be used.
weaponTargetMark : GameObject
A prefab of the bracket to display when this object is the weapon target of the selected object. If left blank, the default defined in the selection manager will be used.
navTargetMark : GameObject
A prefab of the bracket to display when this object is in the current navigation target of the selected object. If left blank, the default defined in the selection manager will be used.
selectedMark : GameObject
A prefab of the bracket to display when this object is the selected object. If left blank, the default defined in the selection manager will be used.
Attached to a collider, this allows a unit to be selected and/or targeted by the player. Additionally, this will also allow the visualization of a unit's targets.
If not the root object, and the root object has a rigidbody, a kinematic rigidbody will need to be added to this object as well, or clicks won't be registered. (A Unity3D limitation)
Additional colliders may be added to the clickable areas of this object with MF_SelectionRepeater.
Inherited Variables
targetListScript, targetingScript, navigationScript, NoTargetList, NoTargetingScript, NoNavigationScript, clickObjectBase, selectable, allowClickTargeting, clickTargetPersistance, prioritizeClickTargets, clickTargetable, selectionManager, bracketSize, showSelection, showNavigation, showTargeting, selectionManagerScript, myID
Public Variables
If any of these are left blank they will use the default defined in the selection manager.
detectedMark : GameObject
A prefab of the bracket to display when this object has been detected by the selected object. If left blank, the default defined in the selection manager will be used.
analyzedMark : GameObject
A prefab of the bracket to display when this object has been analyzed by the selected object. If left blank, the default defined in the selection manager will be used.
weaponTargetMark : GameObject
A prefab of the bracket to display when this object is the weapon target of the selected object. If left blank, the default defined in the selection manager will be used.
navTargetMark : GameObject
A prefab of the bracket to display when this object is in the current navigation target of the selected object. If left blank, the default defined in the selection manager will be used.
selectedMark : GameObject
A prefab of the bracket to display when this object is the selected object. If left blank, the default defined in the selection manager will be used.