1
0
forked from cgvr/DeltaVR
Files
DeltaVR3DModelGeneration/Assets/_PROJECT/Scripts/ModeGeneration/ShapeDetection/ComputerPrinter.cs

49 lines
1.5 KiB
C#

using DG.Tweening;
using TMPro;
using UnityEngine;
public class ComputerPrinter : MonoBehaviour
{
public TextMeshProUGUI textDisplay;
public PushableButton enterKey;
public Transform ejectionOrigin;
public Transform ejectionDestination;
public Printable printablePrefab;
public float ejectionDuration = 1.0f;
public int ignorePlayerCollisionLayer = 2;
// Start is called before the first frame update
void Start()
{
enterKey.OnButtonPressed += PrintImage;
}
// Update is called once per frame
void Update()
{
}
private async void PrintImage()
{
string inputPrompt = textDisplay.text;
byte[] imageBytes = await InvokeAiClient.Instance.GenerateImage(inputPrompt);
Texture2D generatedTexture = ModelGenerationUtils.CreateTexture(imageBytes);
Printable printable = Instantiate(printablePrefab, ejectionOrigin.position, Quaternion.identity);
printable.AttachTexture(generatedTexture);
printable.gameObject.layer = ignorePlayerCollisionLayer;
foreach (Transform childTrans in printable.transform.GetComponentInChildren<Transform>())
{
childTrans.gameObject.layer = ignorePlayerCollisionLayer;
}
printable.transform.DOMove(ejectionDestination.position, ejectionDuration).OnComplete(() =>
{
Rigidbody printableRigidbody = printable.GetComponent<Rigidbody>();
printableRigidbody.isKinematic = false;
enterKey.Deactivate();
});
}
}