public void ShowLayer(ShowingLayer layer) { if (this.showing != layer) { this.showing = layer; if (activeHand != null) { SG.Util.SG_Util.SetChildren(activeHand.transform, false); //all layers are off SetAllObjects(false); if (layer >= ShowingLayer.None) { activeHand.handModel.gameObject.SetActive(true); } if (layer >= ShowingLayer.AnimationLayer) { activeHand.handAnimation.gameObject.SetActive(true); } activeHand.handModel.DebugEnabled = layer <ShowingLayer.FeedbackLayer && layer> ShowingLayer.None; bool updateWrist = layer >= ShowingLayer.AnimationLayer; if (updateWrist && !activeHand.handAnimation.updateWrist) { activeHand.handAnimation.updateWrist = true; activeHand.handAnimation.CalibrateWrist(); activeHand.handAnimation.UpdateWrist(activeHand.GetIMURotation()); } if (!updateWrist) { activeHand.handAnimation.CalibrateWrist(); activeHand.handAnimation.UpdateWrist(activeHand.GetIMURotation()); } activeHand.handAnimation.updateWrist = updateWrist; if (layer == ShowingLayer.FeedbackLayer || layer == ShowingLayer.All) { activeHand.feedbackScript.gameObject.SetActive(true); } if (layer == ShowingLayer.GrabLayer || layer == ShowingLayer.All) { activeHand.grabScript.gameObject.SetActive(true); } if (layer == ShowingLayer.RigidbodyLayer || layer == ShowingLayer.All) { activeHand.rigidBodyLayer.gameObject.SetActive(true); } if (layer == ShowingLayer.PhysicsLayer) { activeHand.physicsTrackingLayer.gameObject.SetActive(true); } if (layer == ShowingLayer.GestureLayer) { activeHand.gestureLayer.gameObject.SetActive(true); } } SetLayerObjects((int)layer, true); UpdateOverview(layer); } }
public void UpdateOverview(ShowingLayer layer) { Debug.Log("Showing " + layer.ToString()); for (int i = 0; i < this.overviewTexts.Length; i++) { if (overviewTexts[i] != null) { Color textColor; if (layer == ShowingLayer.All) { textColor = this.textHLColor; } else if (layer == ShowingLayer.None) { textColor = this.textDisabledColor; } else { textColor = ((ShowingLayer)i) == layer ? textHLColor : textDisabledColor; } overviewTexts[i].color = textColor; } } }