forked from cgvr/DeltaVR
remove SelectExit from shape scanner
This commit is contained in:
@@ -131,7 +131,7 @@ public class ShapeScanner : MonoBehaviour
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UpdateDisplay(percentage);
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UpdateDisplay(percentage);
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}
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}
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private async void OnConfigurationComplete()
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private void OnConfigurationComplete()
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{
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{
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// Destroy colliding scannable objects
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// Destroy colliding scannable objects
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HashSet<GameObject> allCollidingObjects = new();
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HashSet<GameObject> allCollidingObjects = new();
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@@ -149,7 +149,7 @@ public class ShapeScanner : MonoBehaviour
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foreach (var interactor in interactors)
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foreach (var interactor in interactors)
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{
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{
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// Transfer ownership: tell the manager to stop the selection
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// Transfer ownership: tell the manager to stop the selection
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interactionManager.SelectExit(interactor, grab);
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//interactionManager.SelectExit(interactor, grab); // Not necessary, creates errors
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grab.enabled = false;
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grab.enabled = false;
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}
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}
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}
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}
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@@ -157,13 +157,13 @@ public class ShapeScanner : MonoBehaviour
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Destroy(collidingObject);
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Destroy(collidingObject);
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}
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}
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await Task.Delay(100);
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// Destroy all existing rays
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// Destroy all existing rays
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foreach (ShapeScannerRay ray in existingRays)
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foreach (ShapeScannerRay ray in existingRays)
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{
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{
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Destroy(ray.gameObject);
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Destroy(ray.gameObject);
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}
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}
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existingRays.Clear();
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existingRays.Clear();
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correctRayCount = 0;
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// Play sound effect and emit particles
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// Play sound effect and emit particles
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ShapeScannerSuccess, gameObject);
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AudioManager.Instance.PlayAttachedInstance(FMODEvents.Instance.ShapeScannerSuccess, gameObject);
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