Example #1
0
        public override void OnLoad(ISVR_MetaData.ActorRecord record)
        {
            //Debug.Log("OnLoad " + record._id._name );

            _actorType = ActorType.Unknown;
            if (Enum.IsDefined(typeof(ActorType), record._actorType))
            {
                _actorType = (ActorType)Enum.Parse(typeof(ActorType), record._actorType);
            }

            _record = new ISVR_MetaData.ActorRecord(record);

            SetID(_record._id);

            EventManager.TriggerEvent(new EventActorLoaded(this));

            //my unity GameObject name
            name = _record._id._name;
            // name += "__Loaded";

            //let any actorcomponents on this gameobject also do a load
            var actorComponents = GetComponents <ActorComponent>();

            foreach (var actorComponent in actorComponents)
            {
                if (actorComponent != this)
                {
                    actorComponent.OnLoad(record);
                }
            }
        }
        public override void OnLoad(ISVR_MetaData.ActorRecord record)
        {
            if (record._components.Count > 0)
            {
                _data = record._components[0]._data;//TODO account for multiple components, for goodness sake
            }
            Renderer ren = GetComponent <Renderer>();

            if (ren != null)
            {
                if (_data != null)
                {
                    var capsuleData = _data.BeACapsuleData;
                    if (capsuleData != null && capsuleData.Length > 0)
                    {
                        if (capsuleData[0] != null)
                        {
                            ren.material.color = capsuleData[0]._color;
                        }
                        else
                        {
                            Debug.LogWarning("null color at beAcapsuleData[0] in ActorComnponentBeACapsule.OnLoad " + name);
                        }
                    }
                    else
                    {
                        Debug.LogWarning("null or empty capsuleData in ActorComnponentBeACapsule.OnLoad " + name);
                    }
                }
                else
                {
                    Debug.LogWarning("null data in ActorComnponentBeACapsule.OnLoad " + name);
                }
            }
        }
        Actor PrefabFromActorRecord(ISVR_MetaData.ActorRecord record)
        {
            var prefabData = new EventActorPrefabFromID.Data(record._prefabKey);

            EventManager.TriggerEvent(new EventActorPrefabFromID(prefabData));

            return(prefabData.Prefab);
        }
        public void OnLoad(ISVR_MetaData.ActorRecord record)
        {
            //this is super special
            //ActorStage saves and loads as a nested, readonly workspace

            if (record._components.Count > 0)
            {
                _data = record._components[0]._data;//TODO account for multiple components, for goodness sake
            }
            if (_data != null)
            {
                var stageData = _data.StageData;
                if (stageData != null && stageData.Length > 0)
                {
                    if (stageData[0] != null)
                    {
                        //should involve very little overhead, as this actor is already a "workspace"
                        //perhaps as simple as just calling my, LoadWorkspace right here
                        var isvrPath = stageData[0]._url;
                        LoadWorkspace(isvrPath);

                        //put myself in the 'middle' of the presentation workspace
                        transform.position   = Vector3.zero;
                        transform.rotation   = Quaternion.identity;
                        transform.localScale = Vector3.one;

                        //TODO: maybe need to switch-on some read-only properties
                        //to ensure that neither this actor (nor its parts) can be selected, mutated, deleted
                        //other than by replacing it with another ActorStage.
                    }
                    else
                    {
                        Debug.LogWarning("null color at stageData[0] in ActorStage.OnLoad " + name);
                    }
                }
                else
                {
                    Debug.LogWarning("null or empty stageData in ActorStage.OnLoad " + name);
                }
            }
            else
            {
                Debug.LogWarning("null data in ActorStage.OnLoad " + name);
            }
        }
Example #5
0
 public override void OnLoad(ISVR_MetaData.ActorRecord record)
 {
     throw new NotImplementedException();
 }
 public virtual void OnLoad(ISVR_MetaData.ActorRecord record)
 {
 }