consolidate all repos to one for archive
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# This .gitignore file should be placed at the root of your Unity project directory
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#
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+110
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
|
||||
|
||||
/// <summary>
|
||||
/// This plane visualizer demonstrates the use of a feathering effect
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/// at the edge of the detected plane, which reduces the visual impression
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/// of a hard edge.
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/// </summary>
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[RequireComponent(typeof(ARPlaneMeshVisualizer), typeof(MeshRenderer), typeof(ARPlane))]
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public class ARFeatheredPlaneMeshVisualizer : MonoBehaviour
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{
|
||||
[Tooltip("The width of the texture feathering (in world units).")]
|
||||
[SerializeField]
|
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float m_FeatheringWidth = 0.2f;
|
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/// <summary>
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||||
/// The width of the texture feathering (in world units).
|
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/// </summary>
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public float featheringWidth
|
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{
|
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get { return m_FeatheringWidth; }
|
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set { m_FeatheringWidth = value; }
|
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}
|
||||
|
||||
void Awake()
|
||||
{
|
||||
m_PlaneMeshVisualizer = GetComponent<ARPlaneMeshVisualizer>();
|
||||
m_FeatheredPlaneMaterial = GetComponent<MeshRenderer>().material;
|
||||
m_Plane = GetComponent<ARPlane>();
|
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}
|
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|
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void OnEnable()
|
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{
|
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m_Plane.boundaryChanged += ARPlane_boundaryUpdated;
|
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}
|
||||
|
||||
void OnDisable()
|
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{
|
||||
m_Plane.boundaryChanged -= ARPlane_boundaryUpdated;
|
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}
|
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|
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void ARPlane_boundaryUpdated(ARPlaneBoundaryChangedEventArgs eventArgs)
|
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{
|
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GenerateBoundaryUVs(m_PlaneMeshVisualizer.mesh);
|
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}
|
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|
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/// <summary>
|
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/// Generate UV2s to mark the boundary vertices and feathering UV coords.
|
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/// </summary>
|
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/// <remarks>
|
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/// The <c>ARPlaneMeshVisualizer</c> has a <c>meshUpdated</c> event that can be used to modify the generated
|
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/// mesh. In this case we'll add UV2s to mark the boundary vertices.
|
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/// This technique avoids having to generate extra vertices for the boundary. It works best when the plane is
|
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/// is fairly uniform.
|
||||
/// </remarks>
|
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/// <param name="mesh">The <c>Mesh</c> generated by <c>ARPlaneMeshVisualizer</c></param>
|
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void GenerateBoundaryUVs(Mesh mesh)
|
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{
|
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int vertexCount = mesh.vertexCount;
|
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|
||||
// Reuse the list of UVs
|
||||
s_FeatheringUVs.Clear();
|
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if (s_FeatheringUVs.Capacity < vertexCount) { s_FeatheringUVs.Capacity = vertexCount; }
|
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|
||||
mesh.GetVertices(s_Vertices);
|
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|
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Vector3 centerInPlaneSpace = s_Vertices[s_Vertices.Count - 1];
|
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Vector3 uv = new Vector3(0, 0, 0);
|
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float shortestUVMapping = float.MaxValue;
|
||||
|
||||
// Assume the last vertex is the center vertex.
|
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for (int i = 0; i < vertexCount - 1; i++)
|
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{
|
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float vertexDist = Vector3.Distance(s_Vertices[i], centerInPlaneSpace);
|
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|
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// Remap the UV so that a UV of "1" marks the feathering boudary.
|
||||
// The ratio of featherBoundaryDistance/edgeDistance is the same as featherUV/edgeUV.
|
||||
// Rearrange to get the edge UV.
|
||||
float uvMapping = vertexDist / Mathf.Max(vertexDist - featheringWidth, 0.001f);
|
||||
uv.x = uvMapping;
|
||||
|
||||
// All the UV mappings will be different. In the shader we need to know the UV value we need to fade out by.
|
||||
// Choose the shortest UV to guarentee we fade out before the border.
|
||||
// This means the feathering widths will be slightly different, we again rely on a fairly uniform plane.
|
||||
if (shortestUVMapping > uvMapping) { shortestUVMapping = uvMapping; }
|
||||
|
||||
s_FeatheringUVs.Add(uv);
|
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}
|
||||
|
||||
m_FeatheredPlaneMaterial.SetFloat("_ShortestUVMapping", shortestUVMapping);
|
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|
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// Add the center vertex UV
|
||||
uv.Set(0, 0, 0);
|
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s_FeatheringUVs.Add(uv);
|
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|
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mesh.SetUVs(1, s_FeatheringUVs);
|
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mesh.UploadMeshData(false);
|
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}
|
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|
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static List<Vector3> s_FeatheringUVs = new List<Vector3>();
|
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|
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static List<Vector3> s_Vertices = new List<Vector3>();
|
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|
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ARPlaneMeshVisualizer m_PlaneMeshVisualizer;
|
||||
|
||||
ARPlane m_Plane;
|
||||
|
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Material m_FeatheredPlaneMaterial;
|
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}
|
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+11
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userData:
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using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.XR.ARFoundation;
|
||||
using UnityEngine.XR.ARSubsystems;
|
||||
|
||||
//
|
||||
// This script allows us to create anchors with
|
||||
// a prefab attached in order to visbly discern where the anchors are created.
|
||||
// Anchors are a particular point in space that you are asking your device to track.
|
||||
//
|
||||
|
||||
[RequireComponent(typeof(ARAnchorManager))]
|
||||
[RequireComponent(typeof(ARRaycastManager))]
|
||||
[RequireComponent(typeof(ARPlaneManager))]
|
||||
public class AnchorCreator : MonoBehaviour
|
||||
{
|
||||
// This is the prefab that will appear every time an anchor is created.
|
||||
[SerializeField]
|
||||
GameObject m_AnchorPrefab;
|
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|
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public GameObject AnchorPrefab
|
||||
{
|
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get => m_AnchorPrefab;
|
||||
set => m_AnchorPrefab = value;
|
||||
}
|
||||
|
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// Removes all the anchors that have been created.
|
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public void RemoveAllAnchors()
|
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{
|
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foreach (var anchor in m_AnchorPoints)
|
||||
{
|
||||
Destroy(anchor);
|
||||
}
|
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m_AnchorPoints.Clear();
|
||||
}
|
||||
|
||||
// On Awake(), we obtains a reference to all the required components.
|
||||
// The ARRaycastManager allows us to perform raycasts so that we know where to place an anchor.
|
||||
// The ARPlaneManager detects surfaces we can place our objects on.
|
||||
// The ARAnchorManager handles the processing of all anchors and updates their position and rotation.
|
||||
void Awake()
|
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{
|
||||
m_RaycastManager = GetComponent<ARRaycastManager>();
|
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m_AnchorManager = GetComponent<ARAnchorManager>();
|
||||
m_PlaneManager = GetComponent<ARPlaneManager>();
|
||||
m_AnchorPoints = new List<ARAnchor>();
|
||||
}
|
||||
|
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void Update()
|
||||
{
|
||||
// If there is no tap, then simply do nothing until the next call to Update().
|
||||
if (Input.touchCount == 0)
|
||||
return;
|
||||
|
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var touch = Input.GetTouch(0);
|
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if (touch.phase != TouchPhase.Began)
|
||||
return;
|
||||
|
||||
if (m_RaycastManager.Raycast(touch.position, s_Hits, TrackableType.PlaneWithinPolygon))
|
||||
{
|
||||
// Raycast hits are sorted by distance, so the first one
|
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|
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|
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|
||||
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|
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|
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|
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|
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|
||||
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|
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|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
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|
||||
|
||||
ARRaycastManager m_RaycastManager;
|
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|
||||
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|
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|
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|
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|
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|
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|
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.XR.ARFoundation;
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||||
using UnityEngine.XR.ARSubsystems;
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[RequireComponent(typeof(ARTrackedImageManager))]
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public class PlaceTrackedImages : MonoBehaviour
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{
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private ARTrackedImageManager _trackedImagesManager;
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// as their corresponding 2D images in the reference image library
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public GameObject[] ArPrefabs;
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bool isSummoned = false;
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private readonly Dictionary<string, GameObject> _instantiatedPrefabs = new Dictionary<string, GameObject>();
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// foreach(var trackedImage in eventArgs.added){
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// Get the name of the reference image
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// var imageName = trackedImage.referenceImage.name;
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// foreach (var curPrefab in ArPrefabs) {
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// Check whether this prefab matches the tracked image name, and that
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// the prefab hasn't already been created
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// && !_instantiatedPrefabs.ContainsKey(imageName)){
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// Instantiate the prefab, parenting it to the ARTrackedImage
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// var newPrefab = Instantiate(curPrefab, trackedImage.transform);
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void Awake()
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{
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_trackedImagesManager = GetComponent<ARTrackedImageManager>();
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}
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private void OnEnable()
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{
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{
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_trackedImagesManager.trackedImagesChanged -= OnTrackedImagesChanged;
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private void OnTrackedImagesChanged(ARTrackedImagesChangedEventArgs eventArgs)
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{
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// }
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//}
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if (!isSummoned)
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{
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{
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var imageName = trackedImage.referenceImage.name;
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foreach (var curPrefab in ArPrefabs)
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{
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if (string.Compare(curPrefab.name, imageName, StringComparison.OrdinalIgnoreCase) == 0
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&& !_instantiatedPrefabs.ContainsKey(imageName))
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{
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isSummoned = true;
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Quaternion quat = new Quaternion(0, 0, 0, 0);
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OnDisable();
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}
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// Destroy its prefab
|
||||
//Destroy(_instantiatedPrefabs[trackedImage.referenceImage.name]);
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// Also remove the instance from our array
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//_instantiatedPrefabs.Remove(trackedImage.referenceImage.name);
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using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Diagnostics.Tracing;
|
||||
using System.Linq;
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using TMPro;
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using UnityEngine;
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using UnityEngine.Networking;
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using UnityEngine.UI;
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public class SpawnObjects : MonoBehaviour
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{
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public class LocationData
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{
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public int location_id;
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public string name;
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public double x_coordinate;
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public double z_coordinate;
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public string imageUrl;
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}
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public class CarData
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{
|
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public int location_id;
|
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public int car_count;
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}
|
||||
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private const string apiUrl = "https://school.petrovv.com/api/location/csv"; // Example API endpoint
|
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private const string apiCarData = "https://school.petrovv.com/api/data/year/2023/month/5/day/30/hour/17/csv";
|
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|
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private Camera mainCamera;
|
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public GameObject spherePrefab;
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// Materials
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public Material redMaterial;
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public Material greenMaterial;
|
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public Material yellowMaterial;
|
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public RawImage cameraImage;
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public Texture2D emptyPng;
|
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private List<LocationData> locationDataList = new List<LocationData>();
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private List<CarData> carDataList = new List<CarData>();
|
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List<int> listIndex = new List<int>(249);
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List<GameObject> totalSpheres = new List<GameObject>();
|
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private bool spawned = false;
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private bool isCarDataDone = false;
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// Start is called before the first frame update
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void Start()
|
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{
|
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mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent<Camera>();
|
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for (int i = 0; i < listIndex.Count; i++)
|
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{
|
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listIndex[i] = 0;
|
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}
|
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|
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cameraImage.texture = emptyPng;
|
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|
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StartCoroutine(GetCarDataFromApi());
|
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StartCoroutine(GetLocationDataFromApi());
|
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}
|
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|
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// Update is called once per frame
|
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void Update()
|
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{
|
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if (!spawned && isCarDataDone && locationDataList.Count > 0)
|
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{
|
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SpawnCameraSpheres();
|
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spawned = true;
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}
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if (Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began)
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{
|
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// Cast a ray from the screen touch position
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Ray ray = mainCamera.ScreenPointToRay(Input.GetTouch(0).position);
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|
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|
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// Check if the ray hits a game element
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if (Physics.Raycast(ray, out RaycastHit hit))
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{
|
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// Get the touched game element
|
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GameObject touchedElement = hit.collider.gameObject;
|
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int ind = totalSpheres.FindIndex(elem => {
|
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return elem.transform.position == touchedElement.transform.position;
|
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});
|
||||
|
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string url = locationDataList[ind].imageUrl;
|
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ChangeCameraImageTexture(url);
|
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}
|
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else
|
||||
{
|
||||
cameraImage.texture = emptyPng;
|
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}
|
||||
}
|
||||
}
|
||||
|
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// private void ChangeCameraImageTexture(GameObject sphere)
|
||||
private void ChangeCameraImageTexture(string imageUrl)
|
||||
{
|
||||
// string imageUrl = locationDataList[0].imageUrl; // Replace with your sphere image URL
|
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StartCoroutine(LoadImage(imageUrl));
|
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}
|
||||
|
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IEnumerator GetLocationDataFromApi()
|
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{
|
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using (UnityWebRequest webRequest = UnityWebRequest.Get(apiUrl))
|
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{
|
||||
// Send the request and wait for a response
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yield return webRequest.SendWebRequest();
|
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|
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// Error handling from the web request
|
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if (webRequest.result == UnityWebRequest.Result.ConnectionError)
|
||||
{
|
||||
Debug.LogError("Error: " + webRequest.error);
|
||||
}
|
||||
else
|
||||
{
|
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string webRequestResult = webRequest.downloadHandler.text;
|
||||
|
||||
string[] lines = webRequestResult.Split('\n');
|
||||
|
||||
foreach (string line in lines)
|
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{
|
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if (!string.IsNullOrEmpty(line))
|
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{
|
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string[] values = line.Split(',');
|
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|
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LocationData locationData = new LocationData
|
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{
|
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location_id = int.Parse(values[0]),
|
||||
name = values[1],
|
||||
z_coordinate = double.Parse(values[2]),
|
||||
x_coordinate = double.Parse(values[3]),
|
||||
imageUrl = values[4]
|
||||
};
|
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locationDataList.Add(locationData);
|
||||
}
|
||||
}
|
||||
|
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isCarDataDone = true;
|
||||
}
|
||||
}
|
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}
|
||||
|
||||
IEnumerator GetCarDataFromApi()
|
||||
{
|
||||
using (UnityWebRequest webRequest = UnityWebRequest.Get(apiCarData))
|
||||
{
|
||||
// Send the request and wait for a response
|
||||
yield return webRequest.SendWebRequest();
|
||||
|
||||
// Error handling from the web request
|
||||
if (webRequest.result == UnityWebRequest.Result.ConnectionError)
|
||||
{
|
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Debug.LogError("Error: " + webRequest.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
string webRequestResult = webRequest.downloadHandler.text;
|
||||
|
||||
string[] lines = webRequestResult.Split('\n');
|
||||
|
||||
foreach (string line in lines)
|
||||
{
|
||||
if (!string.IsNullOrEmpty(line))
|
||||
{
|
||||
string[] values = line.Split(',');
|
||||
int index = int.Parse(values[0]);
|
||||
int value = int.Parse(values[1]);
|
||||
|
||||
listIndex.Insert(index, value);
|
||||
}
|
||||
}
|
||||
|
||||
isCarDataDone = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Add this method to handle loading images asynchronously
|
||||
private IEnumerator LoadImage(string url)
|
||||
{
|
||||
UnityWebRequest www = UnityWebRequestTexture.GetTexture(url);
|
||||
yield return www.SendWebRequest();
|
||||
|
||||
if (www.result == UnityWebRequest.Result.ProtocolError)
|
||||
{
|
||||
Debug.LogError("Error loading image: " + www.error);
|
||||
}
|
||||
else
|
||||
{
|
||||
Texture2D texture = ((DownloadHandlerTexture)www.downloadHandler).texture;
|
||||
cameraImage.texture = texture;
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnCameraSpheres()
|
||||
{
|
||||
Vector3 coordinates = new Vector3(0f, 0f, 0f);
|
||||
double mappedX;
|
||||
double mappedZ;
|
||||
|
||||
foreach (LocationData location in locationDataList)
|
||||
{
|
||||
mappedX = CalculateX((double)location.x_coordinate);
|
||||
mappedZ = CalculateZ((double)location.z_coordinate);
|
||||
coordinates.x = (float)mappedX;
|
||||
coordinates.z = (float)mappedZ;
|
||||
|
||||
GameObject sphere = Instantiate(spherePrefab);
|
||||
sphere.transform.position = coordinates;
|
||||
sphere.transform.localScale = new Vector3(0.02f, 0.02f, 0.02f);
|
||||
|
||||
Renderer sphereRenderer = sphere.GetComponent<Renderer>();
|
||||
|
||||
if (location.location_id == 999)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (listIndex.ElementAt(location.location_id) <= 100)
|
||||
{
|
||||
sphereRenderer.material = greenMaterial;
|
||||
}
|
||||
else if (listIndex.ElementAt(location.location_id) <= 250)
|
||||
{
|
||||
sphereRenderer.material = yellowMaterial;
|
||||
}
|
||||
else
|
||||
{
|
||||
sphereRenderer.material = redMaterial;
|
||||
}
|
||||
|
||||
totalSpheres.Add(sphere);
|
||||
}
|
||||
}
|
||||
|
||||
// X is equivelant to longitude
|
||||
double CalculateX(double val)
|
||||
{
|
||||
return Map(val, 13.356836, 16.596429, 1, -1);
|
||||
}
|
||||
|
||||
// Z is equivelant to latitude
|
||||
double CalculateZ(double val)
|
||||
{
|
||||
return Map(val, 45.411120, 46.875651, 0.6665, -0.6665);
|
||||
}
|
||||
|
||||
// Mapping function
|
||||
double Map(double x, double inMin, double inMax, double outMin, double outMax)
|
||||
{
|
||||
return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5f5b0a3d4c69ffb4f935922ecc8c2d5f
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,103 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class TrackUser : MonoBehaviour
|
||||
{
|
||||
public GameObject userLocationPrefab;
|
||||
public TextMeshProUGUI gpsStatus;
|
||||
|
||||
private float latitudeGPS = 0;
|
||||
private float longitudeGPS = 0;
|
||||
private double mappedLongitude = 0;
|
||||
private double mappedLatitude = 0;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(GPSLocation());
|
||||
}
|
||||
|
||||
IEnumerator GPSLocation()
|
||||
{
|
||||
// Check if location is enabled
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Start service before querying locaction
|
||||
Input.location.Start();
|
||||
|
||||
// Wait until service is intilized
|
||||
int maxWait = 20;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait -= 1;
|
||||
}
|
||||
|
||||
// Service didn't initilize in 20 seconds
|
||||
if (maxWait < 1)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// access granted
|
||||
InvokeRepeating("UpdateGPSData", 0.5f, 1);
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateGPSData()
|
||||
{
|
||||
if (Input.location.status == LocationServiceStatus.Running)
|
||||
{
|
||||
// Access granted to GPS value and it has been initlized
|
||||
latitudeGPS = Input.location.lastData.latitude;
|
||||
longitudeGPS = Input.location.lastData.longitude;
|
||||
}
|
||||
else
|
||||
{
|
||||
// service stopped
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
if (longitudeGPS != 0 || latitudeGPS != 0)
|
||||
{
|
||||
mappedLongitude = CalculateX((double)longitudeGPS);
|
||||
mappedLatitude = CalculateZ((double)latitudeGPS);
|
||||
|
||||
Vector3 coordinates = new((float)mappedLongitude, 0.05f, (float)mappedLatitude);
|
||||
|
||||
userLocationPrefab.transform.position = coordinates;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// X is equivelant to longitude
|
||||
double CalculateX(double val)
|
||||
{
|
||||
return Map(val, 13.356836, 16.596429, 1, -1);
|
||||
}
|
||||
|
||||
// Z is equivelant to latitude
|
||||
double CalculateZ(double val)
|
||||
{
|
||||
return Map(val, 45.411120, 46.875651, 0.6665, -0.6665);
|
||||
}
|
||||
|
||||
// Mapping function
|
||||
double Map(double x, double inMin, double inMax, double outMin, double outMax)
|
||||
{
|
||||
return (x - inMin) * (outMax - outMin) / (inMax - inMin) + outMin;
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1e0b9c6e050b5d44e8220217891390da
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,74 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
public class gps_location : MonoBehaviour
|
||||
{
|
||||
public TextMeshProUGUI status;
|
||||
|
||||
// Start is called before the first frame update
|
||||
void Start()
|
||||
{
|
||||
StartCoroutine(GPSLocation());
|
||||
}
|
||||
|
||||
IEnumerator GPSLocation()
|
||||
{
|
||||
// Check if location is enabled
|
||||
if (!Input.location.isEnabledByUser)
|
||||
{
|
||||
status.text = "Location not enabled";
|
||||
yield break;
|
||||
}
|
||||
|
||||
// Start service before querying locaction
|
||||
Input.location.Start();
|
||||
|
||||
// Wait until service is intilized
|
||||
int maxWait = 20;
|
||||
while (Input.location.status == LocationServiceStatus.Initializing && maxWait > 0)
|
||||
{
|
||||
status.text = "Calibrating...";
|
||||
|
||||
yield return new WaitForSeconds(1);
|
||||
maxWait -= 1;
|
||||
}
|
||||
|
||||
// Service didn't initilize in 20 seconds
|
||||
if (maxWait < 1)
|
||||
{
|
||||
status.text = "Service didn't initilize in 20s";
|
||||
|
||||
yield break;
|
||||
}
|
||||
|
||||
if (Input.location.status == LocationServiceStatus.Failed)
|
||||
{
|
||||
status.text = "Failed to connect to location";
|
||||
yield break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// access granted
|
||||
InvokeRepeating("UpdateGPSData", 0.5f, 1);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
private void UpdateGPSData()
|
||||
{
|
||||
if (Input.location.status == LocationServiceStatus.Running)
|
||||
{
|
||||
// Access granted to GPS value and it has been initlized
|
||||
status.text = "";
|
||||
}
|
||||
else
|
||||
{
|
||||
status.text = "Service stopped";
|
||||
// service stopped
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4614f375cf9bd44e8e3b3361abd6865
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f54d1bd14bd3ca042bd867b519fee8cc
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8e7e8f5a82a3a134e91c54efd2274ea9
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Binary file not shown.
+7
@@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1b8d251f9af63b746bf2f7ffe00ebb9b
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6ab70aee4d56447429c680537fbf93ed
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,46 @@
|
||||
Digitized data copyright (c) 2010 Google Corporation
|
||||
with Reserved Font Arimo, Tinos and Cousine.
|
||||
Copyright (c) 2012 Red Hat, Inc.
|
||||
with Reserved Font Name Liberation.
|
||||
|
||||
This Font Software is licensed under the SIL Open Font License, Version 1.1.
|
||||
This license is copied below, and is also available with a FAQ at: http://scripts.sil.org/OFL
|
||||
|
||||
-----------------------------------------------------------
|
||||
SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
|
||||
-----------------------------------------------------------
|
||||
|
||||
PREAMBLE
|
||||
The goals of the Open Font License (OFL) are to stimulate worldwide development of collaborative font projects, to support the font creation efforts of academic and linguistic communities, and to provide a free and open framework in which fonts may be shared and improved in partnership with others.
|
||||
|
||||
The OFL allows the licensed fonts to be used, studied, modified and redistributed freely as long as they are not sold by themselves. The fonts, including any derivative works, can be bundled, embedded, redistributed and/or sold with any software provided that any reserved names are not used by derivative works. The fonts and derivatives, however, cannot be released under any other type of license. The requirement for fonts to remain under this license does not apply to any document created using the fonts or their derivatives.
|
||||
|
||||
DEFINITIONS
|
||||
"Font Software" refers to the set of files released by the Copyright Holder(s) under this license and clearly marked as such. This may include source files, build scripts and documentation.
|
||||
|
||||
"Reserved Font Name" refers to any names specified as such after the copyright statement(s).
|
||||
|
||||
"Original Version" refers to the collection of Font Software components as distributed by the Copyright Holder(s).
|
||||
|
||||
"Modified Version" refers to any derivative made by adding to, deleting, or substituting -- in part or in whole -- any of the components of the Original Version, by changing formats or by porting the Font Software to a new environment.
|
||||
|
||||
"Author" refers to any designer, engineer, programmer, technical writer or other person who contributed to the Font Software.
|
||||
|
||||
PERMISSION & CONDITIONS
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of the Font Software, to use, study, copy, merge, embed, modify, redistribute, and sell modified and unmodified copies of the Font Software, subject to the following conditions:
|
||||
|
||||
1) Neither the Font Software nor any of its individual components, in Original or Modified Versions, may be sold by itself.
|
||||
|
||||
2) Original or Modified Versions of the Font Software may be bundled, redistributed and/or sold with any software, provided that each copy contains the above copyright notice and this license. These can be included either as stand-alone text files, human-readable headers or in the appropriate machine-readable metadata fields within text or binary files as long as those fields can be easily viewed by the user.
|
||||
|
||||
3) No Modified Version of the Font Software may use the Reserved Font Name(s) unless explicit written permission is granted by the corresponding Copyright Holder. This restriction only applies to the primary font name as presented to the users.
|
||||
|
||||
4) The name(s) of the Copyright Holder(s) or the Author(s) of the Font Software shall not be used to promote, endorse or advertise any Modified Version, except to acknowledge the contribution(s) of the Copyright Holder(s) and the Author(s) or with their explicit written permission.
|
||||
|
||||
5) The Font Software, modified or unmodified, in part or in whole, must be distributed entirely under this license, and must not be distributed under any other license. The requirement for fonts to remain under this license does not apply to any document created using the Font Software.
|
||||
|
||||
TERMINATION
|
||||
This license becomes null and void if any of the above conditions are not met.
|
||||
|
||||
DISCLAIMER
|
||||
THE FONT SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO ANY WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF COPYRIGHT, PATENT, TRADEMARK, OR OTHER RIGHT. IN NO EVENT SHALL THE COPYRIGHT HOLDER BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, INCLUDING ANY GENERAL, SPECIAL, INDIRECT, INCIDENTAL, OR CONSEQUENTIAL DAMAGES, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF THE USE OR INABILITY TO USE THE FONT SOFTWARE OR FROM OTHER DEALINGS IN THE FONT SOFTWARE.
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6e59c59b81ab47f9b6ec5781fa725d2c
|
||||
timeCreated: 1484171296
|
||||
licenseType: Pro
|
||||
TextScriptImporter:
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Binary file not shown.
@@ -0,0 +1,19 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e3265ab4bf004d28a9537516768c1c75
|
||||
timeCreated: 1484171297
|
||||
licenseType: Pro
|
||||
TrueTypeFontImporter:
|
||||
serializedVersion: 2
|
||||
fontSize: 16
|
||||
forceTextureCase: -2
|
||||
characterSpacing: 1
|
||||
characterPadding: 0
|
||||
includeFontData: 1
|
||||
use2xBehaviour: 0
|
||||
fontNames: []
|
||||
fallbackFontReferences: []
|
||||
customCharacters:
|
||||
fontRenderingMode: 0
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user