/// <summary>
    /// This function is used for spawning new Tags.
    /// They are instantiated from the appropiate prefab of their type,
    /// Named based on the type and number of that type's tags,
    /// and placed 2 meters in front of the camera.
    /// The new tag is given an anchor script, added to the list, and the list is saved.
    /// </summary>
    /// <param name="tagType">The type of tag that is to be spawned.</param>
    private void SpawnTag(EnumTagTypes tagType)
    {
        GameObject tag = null;

        switch (tagType)
        {
        case EnumTagTypes.Fault:
            tag      = (GameObject)Instantiate(faultTag);
            tag.name = "FaultTag" + faultTagCount;
            faultTagCount++;
            break;

        case EnumTagTypes.History:
            tag      = (GameObject)Instantiate(historyTag);
            tag.name = "HistoryTag" + historyTagCount;
            historyTagCount++;
            break;

        case EnumTagTypes.Label:
            tag      = (GameObject)Instantiate(labelTag);
            tag.name = "LabelTag" + labelTagCount;
            labelTagCount++;
            break;
        }
        tag.transform.localPosition = Camera.main.transform.localPosition + Camera.main.transform.forward * 2;
        tag.transform.localRotation = menu.transform.localRotation;
        tag.AddComponent <AnchorScript>();
        tagList.Add(tag);
        SaveTags();
    }
Пример #2
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 public SerializableTag(string name, EnumTagTypes type, string text)
 {
     this.tagName = name;
     this.tagType = type;
     this.tagText = text;
 }
Пример #3
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 public void SetType(EnumTagTypes type)
 {
     tagType = type;
 }
Пример #4
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 public SerializableTag()
 {
     this.tagName = "NoName";
     this.tagType = EnumTagTypes.Fault;
     this.tagText = "NoText";
 }