Ejemplo n.º 1
0
    private void Update()
    {
        if (!enableCameraCheck || repositioningWorld)
        {
            return;
        }

        bool shouldBeVisible = Vector3.Distance(mainCamera.transform.position, transform.position) > cameraDistanceToDeactivate;

        if (shouldBeVisible != avatarRenderer.gameObject.activeSelf)
        {
            avatarRenderer.SetVisibility(shouldBeVisible);
        }
    }
Ejemplo n.º 2
0
        public IEnumerator FailGracefullyWhenIdsCannotBeResolved()
        {
            avatarModel.wearables = new List <string>()
            {
                "Scioli_right_arm", "Peron_hands"
            };
            avatarModel.bodyShape = "Invalid_id";

            avatarRenderer.SetVisibility(true);

            bool success = false;

            avatarRenderer.ApplyModel(avatarModel, () => success = true, null);
            yield return(new DCL.WaitUntil(() => success, 4));

            LogAssert.Expect(LogType.Error, "Bodyshape Invalid_id not found in catalog");
            LogAssert.Expect(LogType.Error, "Wearable Scioli_right_arm not found in catalog");
            LogAssert.Expect(LogType.Error, "Wearable Peron_hands not found in catalog");

            UnityEngine.Assertions.Assert.IsTrue(success);
        }
        public IEnumerator ProcessVisibilityTrueWhenSetBeforeLoading()
        {
            //Clean hides/replaces to avoid interferences
            CleanWearableHidesAndReplaces(SUNGLASSES_ID);
            CleanWearableHidesAndReplaces(BLUE_BANDANA_ID);

            avatarModel.wearables = new List <string>()
            {
                SUNGLASSES_ID, BLUE_BANDANA_ID
            };
            avatarRenderer.SetVisibility(true);

            bool ready = false;

            avatarRenderer.ApplyModel(avatarModel, () => ready = true, null);
            yield return(new DCL.WaitUntil(() => ready));

            Assert.IsTrue(AvatarRenderer_Mock.GetBodyShapeController(avatarRenderer).myAssetRenderers.All(x => x.enabled));
        }
 public void SetAvatarVisibility(bool isVisible)
 {
     avatarRenderer.SetVisibility(isVisible);
 }