private void AddSceneryToContainer(SceneryTypeEnum sceneryTypeEnum) { GameObject sceneryObject = sceneryUtil.SpawnNewScenery(sceneryTypeEnum); sceneryObject.transform.position = appStateManager.placementCursorPose.position; sceneryObject.transform.rotation = appStateManager.placementCursorPose.rotation; appStateManager.currentOutputMessage = $"Added Scenery. Move scenery by tapping directly on it, to select it. Alternatively, press 'Save' to store the current scenery, or 'Restore' to load a previous save.."; }
private void RePopulateGameItemsFromData(SceneryItemContainerDTO sceneryItemContainerDTO) { appStateManager.DestroyAllSceneryInCollection(); // clear out any existing objects foreach (SceneryItemDTO sceneryItemData in sceneryItemContainerDTO.sceneryItems) { GameObject sceneryObject = sceneryUtil.SpawnNewScenery(sceneryItemData.sceneryTypeEnum); SerialiseTransformUtil.UpdateTransform(ref sceneryObject, sceneryItemData.sceneryTransformComponent); // apply the positioning and rotation info, that was saved to the cloud. note this is the "local" version only, meaning they are relative to the parent (the spatial anchor prefab) } appStateManager.currentOutputMessage = $"Restored Scenery data from cloud OK."; }