forked from cgvr/DeltaVR
put shape scanner model and rays into game
This commit is contained in:
@@ -9,12 +9,12 @@ public class ShapeScannerRay : MonoBehaviour
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public string scannableTag = "ShapeScannable";
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private ShapeScanner _scanner;
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private MeshRenderer meshRenderer;
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private MeshRenderer[] meshRenderers;
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private bool _collisionRequired;
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void Awake()
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{
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meshRenderer = GetComponent<MeshRenderer>();
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meshRenderers = GetComponentsInChildren<MeshRenderer>();
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}
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// Update is called once per frame
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@@ -29,14 +29,21 @@ public class ShapeScannerRay : MonoBehaviour
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_collisionRequired = collisionRequired;
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_activeMaterial = activeMaterial;
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_passiveMaterial = passiveMaterial;
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meshRenderer.material = _passiveMaterial;
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foreach (MeshRenderer meshRenderer in meshRenderers)
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{
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meshRenderer.material = _passiveMaterial;
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}
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}
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private void OnTriggerEnter(Collider other)
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{
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if (other.gameObject.tag == scannableTag)
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{
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meshRenderer.material = _activeMaterial;
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foreach (MeshRenderer meshRenderer in meshRenderers)
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{
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meshRenderer.material = _activeMaterial;
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}
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if (_collisionRequired)
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{
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_scanner.IncrementCorrectRayCount();
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@@ -52,7 +59,10 @@ public class ShapeScannerRay : MonoBehaviour
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{
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if (other.gameObject.tag == "ShapeScannable")
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{
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meshRenderer.material = _passiveMaterial;
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foreach (MeshRenderer meshRenderer in meshRenderers)
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{
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meshRenderer.material = _passiveMaterial;
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}
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if (_collisionRequired)
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{
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_scanner.DecrementCorrectRayCount();
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