void GoToPhase(CalibrationPhase newPhase) { Phase = newPhase; var txt = ""; switch(Phase) { case CalibrationPhase.Point1Model : if (Scanned != null) Scanned.SetActive(false); Model.SetActive(true); txt = "Aim and press select to locate position 1 in model"; break; case CalibrationPhase.Point1Scan : if (Scanned!=null) Scanned.SetActive(true); Model.SetActive(false); txt = "Then locate position 1 in real world"; break; case CalibrationPhase.Point2Model : if (Scanned != null) Scanned.SetActive(false); Model.SetActive(true); txt = "Locate position 2 in model"; break; case CalibrationPhase.Point2Scan : if (Scanned != null) Scanned.SetActive(true); Model.SetActive(false); txt = "And finally position 2 in real world"; break; case CalibrationPhase.Completed : AlignModelToScan(); if (Scanned != null) Scanned.SetActive(true); Model.SetActive(true); GameObject.Find("HitSphere").SetActive(false); break; } var c = Phase == CalibrationPhase.Completed; InfoText.GetComponent<Text>().text = txt; foreach(var s in "Pin,Mode,Configuration".Split(',')) GameObject.Find("Button" + s).GetComponent<Image>().enabled = c; foreach(var s in "Mode,Configuration".Split(',')) GameObject.Find("Text" + s).GetComponent<Text>().enabled = c; }
void GoToPhase(CalibrationPhase newPhase) { Phase = newPhase; var txt = ""; switch (Phase) { case CalibrationPhase.Point1Model: if (Scanned != null) { Scanned.SetActive(false); } Model.SetActive(true); txt = "Aim and press select to locate position 1 in model"; break; case CalibrationPhase.Point1Scan: if (Scanned != null) { Scanned.SetActive(true); } Model.SetActive(false); txt = "Then locate position 1 in real world"; break; case CalibrationPhase.Point2Model: if (Scanned != null) { Scanned.SetActive(false); } Model.SetActive(true); txt = "Locate position 2 in model"; break; case CalibrationPhase.Point2Scan: if (Scanned != null) { Scanned.SetActive(true); } Model.SetActive(false); txt = "And finally position 2 in real world"; break; case CalibrationPhase.Completed: AlignModelToScan(); if (Scanned != null) { Scanned.SetActive(true); } Model.SetActive(true); GameObject.Find("HitSphere").SetActive(false); break; } var c = Phase == CalibrationPhase.Completed; InfoText.GetComponent <Text>().text = txt; foreach (var s in "Pin,Mode,Configuration".Split(',')) { GameObject.Find("Button" + s).GetComponent <Image>().enabled = c; } foreach (var s in "Mode,Configuration".Split(',')) { GameObject.Find("Text" + s).GetComponent <Text>().enabled = c; } }
public CalibrationEventArgs(CalibrationPhase data, bool isFirst) { Data = data; IsFirst = isFirst; }
private void UpdateCalibrationText(CalibrationPhase data, bool isFirst) { switch (data) { case CalibrationPhase.Rotate: TheCalibration.Text = isFirst ? "Place horizontally" : "Rotate 90° and wait"; break; case CalibrationPhase.Hold: TheCalibration.Text = "Hold still!"; break; case CalibrationPhase.Calibrated: Settings.Default.CalibrationOffset = _compassWorker.CalibrationOffset; Settings.Default.IsCalibrated = true; Settings.Default.Save(); UpdateCalibrationOffsetText(); TheCalibration.Text = ""; TheCalibrateButton.IsEnabled = true; break; } }