IEnumerator startScannerEffect() { Debug.Log("debugging --- go"); scannerEffectScrip.startPainting(); yield return(new WaitForSeconds(0.1f)); churchAnimator.SetTrigger("go"); scannerEffectScrip.startPainting(); Debug.Log("debugging --- go end"); }
IEnumerator scanningEvents() { Debug.Log("scanning1"); painting.startFade(); yield return(new WaitForSeconds(3f)); scanScript.startPainting(); church.animation.SetTrigger("go"); img.color = m_NewColor; }
IEnumerator setText(int txt) { Debug.Log("debugging --- " + txt); switch (txt) { case 1: instructionsTextBox.text = texts[txt]; yield return(new WaitForSeconds(2f)); foundPlanes = false; break; case 2: foundPlanes = true; yield return(new WaitForSeconds(1f)); StartCoroutine(fadeOut(scanFloorIcon)); instructionsTextBox.text = texts[txt]; //Look at the centre panel of the painting arScript.active = true; break; //case 3: // yield return new WaitForSeconds(1f); // // StartCoroutine(fadeOut(scanFloorIcon, 1f)); // instructionsTextBox.text = texts[txt]; //Now take a few steps back and mind the bench! // sCol.SetActive(true); // break; //case 4: // yield return new WaitForSeconds(0.5f); // instructionsTextBox.text = texts[txt]; //Look back at the painting at tap start // paintingCol.SetActive(true); // paintingCol.GetComponent<paintingRaycast>().active = true; // startButton.interactable = true; // StartCoroutine(fadeIn(startButtonCanvas, 1f)); //case 5: // sCol.SetActive(false); // paintingCol.SetActive(false); // scannerEffectDemo.startPainting(); // churchMove.SetTrigger("go"); // StartCoroutine(fadeOut(startButtonCanvas, 1f)); // StartCoroutine(fadeOut(subtitleBox)); // break; case 3: yield return(new WaitForSeconds(1f)); // StartCoroutine(fadeOut(scanFloorIcon, 1f)); churchMove.SetTrigger("go"); instructionsTextBox.text = texts[txt]; yield return(new WaitForSeconds(5f)); StartCoroutine(fadeOut(subtitleBox)); scannerEffectDemo.startPainting(); break; } }
void AddImageAnchor(ARImageAnchor arImageAnchor) { Debug.LogFormat("image anchor added[{0}] : tracked => {1}", arImageAnchor.identifier, arImageAnchor.isTracked); if (arImageAnchor.referenceImageName == referenceImage.imageName) { Vector3 position = UnityARMatrixOps.GetPosition(arImageAnchor.transform); Quaternion rotation = UnityARMatrixOps.GetRotation(arImageAnchor.transform); imageAnchorGO = Instantiate <GameObject> (prefabToGenerate, position, rotation); if (!paintingStarted) { Debug.Log("debugging seen the painting"); paintingStarted = true; Debug.Log("debugging seen the painting 01"); // ScannerOrigin.position = cam.WorldToScreenPoint(position); ScannerOrigin.position = new Vector3(position.x + 0.66f, position.y + 0.66f, position.z); Debug.Log("debugging seen the painting 02"); scanScript.startPainting(); Debug.Log("debugging scanner pos " + ScannerOrigin.position); } } }