public void OnClickAdjustButton() { MainConsoleView view = GetView <MainConsoleView>(); MainConsoleModel model = GetModel <MainConsoleModel>(); BoundingBoxRig boundingBoxRig = view.GetComponent <BoundingBoxRig>(); boundingBoxRig.Activate(); model.State = MainConsoleStateEnum.Manipulation; view.StartAdjust(); }
public void StartAdjustProtein() { if (proteinDisplayerGo == null) { return; } BoundingBoxRig boundingBoxRig = proteinDisplayerGo.GetComponent <BoundingBoxRig>(); boundingBoxRig.Activate(); proteinDisplayerGo.GetComponent <HandDraggable>().enabled = true; }
public void ActivateBoundingBox(bool state) { if (state == true) { bbRig.Activate(); } else { bbRig.Deactivate(); } }
public override IEnumerator Activate() { // Postpone activation until bounding box // is initialized. while (!IsInitialized) { yield return(null); } gameObject.SetActive(true); Rig.gameObject.SetActive(true); Rig.Activate(); }
public void Show() { Origin.GetComponent <MeshRenderer>().enabled = true; // hide the origin Origin.GetComponent <BoxCollider>().enabled = true; // disable the collider BoundingBoxRig bbr = Origin.GetComponent <BoundingBoxRig>(); if (bbr) { bbr.Activate(); bbr.appBarInstance.enabled = false; // hide app bar Origin.GetComponent <HandDraggable>().enabled = true; } //Origin.GetComponent<BoundingBoxRig>().appBarInstance.enabled = false; // show app bar. Has been proven to work with false here too //Origin.GetComponent<BoundingBoxRig>().Activate(); //Origin.GetComponent<HandDraggable>().enabled = true; foreach (Transform child in transform) { child.GetComponent <MeshRenderer>().enabled = true; // show all of the axis } }
public void ActivateBoundingBoxRig() { BoundingBoxRig boundingBoxRig = proteinDisplayerGo.GetComponent <BoundingBoxRig>(); boundingBoxRig.Activate(); }