void MoveUnsetLine(int recalloffset, SetupInstance.DrawingLine dl) { //Debug.Log("MoveUnsetLine"); GameObject line = dl.go; var rend = line.GetComponent <LineRenderer>(); var ptCount = rend.positionCount; rend.SetPosition(ptCount - 1, Camera.main.ScreenToWorldPoint(dl.input.Recall(recalloffset).pos)); SnapUnsetLine(line); }
void CancelUnsetLine(SetupInstance.DrawingLine dl, int id) { Debug.Log("CancelUnsetLine"); // Record to have the Unset line taken out of our records at the begining of next update InputData inData = new InputData(Vector2.zero, InputData.Phase.Canceled, id); dl.input.Record(inData); if (dl.go != null) { Destroy(dl.go); dl.go = null; } }
// Place line if possible void EndUnsetLine(int recalloffset, SetupInstance.DrawingLine dl) { Debug.Log("EndUnsetLine"); GameObject unsetLine = dl.go; // validate line { var rend = unsetLine.GetComponent <LineRenderer>(); var pt0 = rend.GetPosition(0); var pt1 = rend.GetPosition(1); if ((pt0 - pt1).magnitude < 0.001f) // line does not exist { Debug.Log("Drawn line unsetLine was malformed, rejecting Set"); return; } } // Setup line LineCommand lc = unsetLine.GetComponent <UnsetLine>().Set(this, LineCommand.Command.Place); // Record Place History RecordLineCommand(lc); }