private void DoSubmitAnchorDescription(BitStormAPI.AnchorDescription ad) { string anchorId = ad.id; GameObject x = Anchors.Find((GameObject obj) => obj.name == anchorId); if (x != null) { // If anchor exists and is surveyed, update... Otherwise kill it and create a new one. if (ad.is_surveyed) { x.transform.position = ad.position; return; } Destroy(x); } x = Instantiate <GameObject>(AnchorPrefab); x.name = anchorId; if (ad.is_surveyed) { x.transform.position = ad.position; } else { x.transform.position = new Vector3(0 + Anchors.Count, 0.5f, 0); } x.transform.rotation = Quaternion.identity; x.transform.parent = AnchorsGroup.transform; AnchorLabelScript labelScript = x.GetComponentInChildren <AnchorLabelScript>(); if (labelScript != null) { labelScript.GetComponent <TextMesh>().text = anchorId; } x.BroadcastMessage("Build", anchorId); Anchors.Add(x); OriginAnchor = Anchors [0]; if (ad.is_surveyed == false) { if (Anchors.Count == NumAnchors && surveyStatus == SurveyStatus.None) { StartCoroutine(GetRanges()); } } }
public void StartSimulate() { isSimulation = true; // If we don't have an anchors group, die. if (AnchorsGroup == null) { Debug.LogError("No AnchorsGroup available for simulation. Create one and attach Anchors to it."); Application.Quit(); } foreach (Transform t in AnchorsGroup.transform) { GameObject g = t.gameObject; AnchorLabelScript labelScript = g.GetComponentInChildren <AnchorLabelScript>(); if (labelScript != null) { labelScript.GetComponent <TextMesh>().text = g.name; } Anchors.Add(g); } }