/// <summary> /// Add an anchor graph visualization to the scene if it doesn't already have one. /// </summary> /// <param name="wltRoot">The root object to attach the visualization to.</param> private static void AddAnchorVisualizer(Transform wltRoot) { AnchorGraphVisual anchorVisual = GameObject.FindObjectOfType <AnchorGraphVisual>(); if (anchorVisual == null) { GameObject anchorVisualObject = InstantiatePrefab("WorldLocking.Tools/Prefabs", "AnchorGraphVisual"); anchorVisual = anchorVisualObject.GetComponent <AnchorGraphVisual>(); } Debug.Assert(anchorVisual != null, "Missing AnchorGraphVisual prefab?"); anchorVisual.transform.parent = wltRoot; }
/// <summary> /// Constructor takes the owning AnchorGraphVisual and a list of /// FrozenAnchorVisuals as resources. /// </summary> /// <remarks>The visuals must be sorted for fast lookup of the endpoints.</remarks> /// <param name="owner">The owning component.</param> /// <param name="frozenResources">The *sorted* list of FrozenAnchorVisuals.</param> public FrozenEdgeVisualCreator(AnchorGraphVisual owner, List <IdPair <AnchorId, FrozenAnchorVisual> > frozenResources) { this.owner = owner; this.frozenResources = frozenResources; }