// Update is called once per frame void Update() { ProcessPlacementResults(); if (_timeToHideMesh) { HideGridEnableOcclulsion(); _timeToHideMesh = false; } if (DrawDebugBoxes) { _boxDrawing.UpdateBoxes(_lineBoxList); } }
void Update() { ProcessPlacementResults(); if (_timeToHideMesh) { SpatialUnderstandingState.Instance.HideText = true; HideGridEnableOcclulsion(); _timeToHideMesh = false; } if (DrawDebugBoxes) { _boxDrawing.UpdateBoxes(_lineBoxList); } }
void Update() { ProcessPlacementResults(); if (_timeToHideMesh) { SpatialUnderstandingState.Instance.HideText = true; ScoreText.color = Color.white; HealthText.color = Color.white; HideGridEnableOcclulsion(); BackgroundMusic.Play(); _timeToHideMesh = false; } if (DrawDebugBoxes) { _boxDrawing.UpdateBoxes(_lineBoxList); } }
// Update is called once per frame void Update() { //每一帧更新一个放置结果,保持帧率 ProcessPlacementResults(); //放置物体完毕后 1.隐藏网格 2.设置遮挡材质Occlusion if (_timeToHideMesh) { SpatialUnderstandingState.Instance.HideText = true; HideGridEnableOcclusion(); _timeToHideMesh = false; } if (DrawDebugBoxes) { _boxDrawing.UpdateBoxes(_lineBoxList); } }
void Update() { ProcessPlacementResults(); if (_timeToHideMesh) { BillboardScript.Instance.HideText = true; HideGridEnableOcclulsion(); /* * permet de ne pas lancer plusieurs fois la focntion */ _timeToHideMesh = false; } if (DrawDebugBoxes) { _boxDrawing.UpdateBoxes(_lineBoxList); } }