Merge pull request 'Put-stuff-on-table' (#4) from Put-stuff-on-table into main
Reviewed-on: #4
This commit is contained in:
		
						commit
						971ed27289
					
				@ -59,6 +59,10 @@ Material:
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							@ -26,10 +26,10 @@ public class SampleVirtualFrames : MonoBehaviour
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{
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    public OVRSceneManager _sceneManager;
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    public SimpleResizable _doorPrefab;
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    public SimpleResizable _windowPrefab;
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    public SimpleResizable _tablePrefab;
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    public GameObject _cube;
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    public SimpleResizable _wallPrefab;
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    void Awake()
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    {
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@ -48,9 +48,38 @@ public class SampleVirtualFrames : MonoBehaviour
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		||||
        {
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            for (int i = 0; i < sceneAnchors.Length; i++)
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            {
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                var randomNumber = UnityEngine.Random.Range(10000, 99999);
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		||||
                OVRSceneAnchor instance = sceneAnchors[i];
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		||||
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		||||
                //MarcsWebLogger.Log($"{randomNumber} | is a {classification}");
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                if (classification.Contains(OVRSceneManager.Classification.Table))
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		||||
                {
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                    MarcsWebLogger.Log($"{randomNumber} | FOUND A Table");
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                    try
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                    {
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                        SimpleResizable prefab = _tablePrefab;
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                        if (prefab.GetComponent<ResizablePadding>())
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                        {
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                            dimensions += prefab.GetComponent<ResizablePadding>().dimensionPadding;
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                        }
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                        resizer.CreateResizedObject(dimensions, sceneAnchors[i].gameObject, prefab);
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                        // now place the cubes
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                        Instantiate(_cube, sceneAnchors[i].gameObject.transform.position + new Vector3(0, 0, 0.3f), Quaternion.Euler(0, 90, 0));
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                    }
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                    catch (Exception e)
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                    {
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                        MarcsWebLogger.Log($"{randomNumber} | Error: {e.Message}");
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                    }
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                    MarcsWebLogger.Log($"{randomNumber} | PLACED A Table");
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                }
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                /*
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                if (classification.Contains(OVRSceneManager.Classification.WallFace))
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                {
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                    var randomNumber = UnityEngine.Random.Range(10000, 99999);
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@ -73,35 +102,6 @@ public class SampleVirtualFrames : MonoBehaviour
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                    MarcsWebLogger.Log($"{randomNumber} | PLACED A WALL");
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                    //i = 99999;
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                }
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                /*
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                else if (classification.Contains(OVRSceneManager.Classification.WindowFrame) ||
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                    classification.Contains(OVRSceneManager.Classification.DoorFrame))
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                {
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                    windows.Add(instance.transform);
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                    SimpleResizer resizer = new SimpleResizer();
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                    SimpleResizable prefab = classification.Contains(OVRSceneManager.Classification.DoorFrame) ? _doorPrefab : _windowPrefab;
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                    Vector3 dimensions = instance.transform.GetChild(0).localScale;
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                    // spawn an optional butterfly
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                    if (classification.Contains(OVRSceneManager.Classification.DoorFrame) && _butterflyPrefab && !butterflyAdded)
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                    {
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                        GameObject butterfly = Instantiate(_butterflyPrefab, instance.transform);
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                        butterfly.transform.localPosition = Vector3.zero;
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                        butterfly.transform.rotation = Quaternion.LookRotation(instance.transform.forward, Vector3.up);
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                        // this is to only spawn one, regardless of door count
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                        butterflyAdded = true;
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                    }
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                    // the Resizer scales the mesh so that the bounds are flush with the window extents
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                    // in this case, we want the mesh frame to extend "outside" of the extents, so we adjust it
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                    // as well, the vines on the door also require special treatment
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                    if (prefab.GetComponent<ResizablePadding>())
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                    {
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                        dimensions += prefab.GetComponent<ResizablePadding>().dimensionPadding;
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                    resizer.CreateResizedObject(dimensions, sceneAnchors[i].gameObject, prefab);
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                }
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                */
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            }
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		Reference in New Issue
	
	Block a user