Exemple #1
0
        public IEnumerator SaveLoadTestSaveThenLoad()
        {
            GameObject          rig    = loadHelper.LoadBasicSceneRig();
            WorldLockingManager wltMgr = WorldLockingManager.GetInstance();
            var settings = wltMgr.Settings;

            settings.AutoLoad = false;
            settings.AutoSave = false;
            wltMgr.Settings   = settings;

            IAlignmentManager alignMgr = wltMgr.AlignmentManager;

            alignMgr.ClearAlignmentAnchors();
            alignMgr.SendAlignmentAnchors();

            // Verify alignment is identity
            VerifyAlignmentIdentity(alignMgr, pinData);

            // Add pins
            for (int i = 0; i < pinData.Length; ++i)
            {
                pinData[i].anchorId = alignMgr.AddAlignmentAnchor(pinData[i].name, pinData[i].virtualPose, pinData[i].lockedPose);
            }
            alignMgr.SendAlignmentAnchors();

            yield return(null);

            // Verify alignment at pins
            VerifyAlignment(alignMgr, pinData);

            // Save
            wltMgr.Save();

            yield return(null);

            // Verify alignment at pins, saving should be non-destructive.
            VerifyAlignment(alignMgr, pinData);

            // Clear
            alignMgr.ClearAlignmentAnchors();
            alignMgr.SendAlignmentAnchors();

            yield return(null);


            // Verify alignment is identity
            VerifyAlignmentIdentity(alignMgr, pinData);

            // Load
            wltMgr.Load();

            yield return(null);

            for (int i = 0; i < pinData.Length; ++i)
            {
                pinData[i].anchorId = alignMgr.RestoreAlignmentAnchor(pinData[i].name, pinData[i].virtualPose);
            }
            alignMgr.SendAlignmentAnchors();

            yield return(null);

            // Verify alignment at pins, load should have restored them.
            VerifyAlignment(alignMgr, pinData);

            GameObject.Destroy(rig);

            yield return(null);
        }