public void TestTransformKernelUpdate() { //Arrange DCLBuilderInWorldEntity entity = entityHandler.CreateEmptyEntity(scene, Vector3.zero, Vector3.zero); //Act biwBridge.EntityTransformReport(entity.rootEntity, scene); //Assert CheckMessageReceived(); }
private void ReportTransform() { if (DCLTime.realtimeSinceStartup >= nextTimeToUpdateTransform) { foreach (DCLBuilderInWorldEntity entity in selectedEntities) { builderInWorldBridge.EntityTransformReport(entity.rootEntity, sceneToEdit); } nextTimeToUpdateTransform = DCLTime.realtimeSinceStartup + msBetweenTransformUpdates / 1000f; } }
public void ReportTransform(bool forceReport = false) { foreach (DCLBuilderInWorldEntity entity in selectedEntities) { if (!entity.HasMovedSinceLastReport() && !forceReport) { return; } builderInWorldBridge.EntityTransformReport(entity.rootEntity, sceneToEdit); entity.PositionReported(); } lastTransformReportTime = DCLTime.realtimeSinceStartup; }
public void CreateFloor(CatalogItem floorSceneObject) { Vector3 initialPosition = new Vector3(ParcelSettings.PARCEL_SIZE / 2, 0, ParcelSettings.PARCEL_SIZE / 2); Vector2Int[] parcelsPoints = sceneToEdit.sceneData.parcels; foreach (Vector2Int parcel in parcelsPoints) { DCLBuilderInWorldEntity decentralandEntity = biwCreatorController.CreateSceneObject(floorSceneObject, false, true); decentralandEntity.rootEntity.OnShapeUpdated += OnFloorLoaded; decentralandEntity.transform.position = WorldStateUtils.ConvertPointInSceneToUnityPosition(initialPosition, parcel); dclBuilderMeshLoadIndicatorController.ShowIndicator(decentralandEntity.rootEntity.gameObject.transform.position, decentralandEntity.rootEntity.entityId); GameObject floorPlaceHolder = GameObject.Instantiate(floorPrefab, decentralandEntity.rootEntity.gameObject.transform.position, Quaternion.identity); floorPlaceHolderDict.Add(decentralandEntity.rootEntity.entityId, floorPlaceHolder); builderInWorldBridge?.EntityTransformReport(decentralandEntity.rootEntity, sceneToEdit); } builderInWorldEntityHandler.DeselectEntities(); lastFloorCalalogItemUsed = floorSceneObject; }