protected IEnumerator LaunchDialogOverTime(SimpleDialog.ButtonTypeEnum buttons, string title, string message) { // Disable all our buttons foreach (GameObject buttonGo in Interactibles) { buttonGo.SetActive(false); } Result.gameObject.SetActive(false); SimpleDialog dialog = SimpleDialog.Open(DialogPrefab, buttons, title, message); dialog.OnClosed += OnClosed; // Wait for dialog to close while (dialog.State != SimpleDialog.StateEnum.Closed) { yield return(null); } // Enable all our buttons foreach (GameObject buttonGo in Interactibles) { buttonGo.SetActive(true); } Result.gameObject.SetActive(true); launchedDialog = false; yield break; }
protected void DisplayFinishScanningDialog() { ClearDialog(); SimpleDialog.ButtonTypeEnum buttons = SimpleDialog.ButtonTypeEnum.Yes | SimpleDialog.ButtonTypeEnum.No; dialog = SimpleDialog.Open(DialogPrefab, buttons, "Stop Updating Spatial Mapping", "Are you sure you want to stop updating spatial mapping?"); dialog.OnClosed += OnFinishScanningDialogClosed; }
protected IEnumerator DisplayScanningMessage() { yield return(new WaitForSeconds(1)); ClearDialog(); SimpleDialog.ButtonTypeEnum buttons = SimpleDialog.ButtonTypeEnum.OK; dialog = SimpleDialog.Open(DialogPrefab, buttons, "Creating Spatial Mapping", "Look around your surroundings.\nTo stop spatial mapping, do AirTap."); dialog.OnClosed += OnScanningDialogClosed; }
public IEnumerator StartMappingTexture() { if (State == AppStates.Scanning) { State = AppStates.MappingTexture; SpatialUnderstanding.Instance.RequestFinishScan(); while (SpatialUnderstanding.Instance.ScanState != SpatialUnderstanding.ScanStates.Done) { yield return(null); } TextureMappingManager.Instance.StartTextureMapping(); MiniatureRoom.GenerateMesh(); ClearDialog(); SimpleDialog.ButtonTypeEnum buttons = SimpleDialog.ButtonTypeEnum.OK; dialog = SimpleDialog.Open(DialogPrefab, buttons, "Camera Mapping", "Move around and do AirTap."); } }