private void DismissFitbox() { // Destroy the GestureRecognizer ... recognizer.CancelGestures(); recognizer.StopCapturingGestures(); recognizer.Dispose(); recognizer = null; // ... show the hologram collection ... if (HologramCollection) { HologramCollection.SetActive(true); Menu.SetActive(true); if (MoveCollectionOnDismiss) { // Update the Hologram Collection's position so it shows up // where the Fitbox left off. Start with the camera's localRotation... camQuat = Camera.main.transform.localRotation; // ... ignore pitch by disabling rotation around the x axis camQuat.x = 0; camQuat.z = 0; // Rotate the vector and factor y back into the position newPosition = camQuat * collectionStartingOffsetFromCamera; newPosition.y = collectionStartingOffsetFromCamera.y; // Position was "Local Position" so add that to where the camera is now cameraPosition = Camera.main.transform.position; HologramCollection.transform.position = cameraPosition + newPosition; // Rotate the Hologram Collection to face the user. toQuat = Camera.main.transform.localRotation * HologramCollection.transform.rotation; toQuat.x = 0; toQuat.z = 0; HologramCollection.transform.rotation = toQuat; } } // ... and Destroy the Fitbox //Destroy(gameObject); gameObject.SetActive(false); GameObject.Find("Manager").GetComponent <Load>().FileNumber = 0; }
void OnDestroy() { gestures.StopCapturingGestures(); }