/** * Hook from interface. * * Adds furniture from Resources folder to marker origin. * * Tracks furniture in active list. * */ public void PickFurniture(Furniture furniture) { if (ActiveFurn.Count > MaxFurniture - 1) return; GameObject furnPrefab = Resources.Load ("Prefab Models/" + furniture.GetName()) as GameObject; GameObject furn = null; if (furnPrefab != null) { furn = Instantiate(furnPrefab) as GameObject; int furnitureLayer = 11; //FOR TESTING //furn.layer = LayerMask.NameToLayer("Furniture"); furn.layer = furnitureLayer; } if (furn != null) { ActiveFurn.Add (furn); markerID = (int)camManager.currentMarkerInfo.imageID; furn.transform.localScale *= markerScale[markerID]; furn.transform.localScale = furn.transform.localScale * 1.2f; //Scale correction furn.SetActiveRecursively(true); furn.GetComponent<FurnitureData>().furniture = furniture; furn.rigidbody.isKinematic = true; furn.AddComponent<EmptySpotDropper>(); //furn.AddComponent<CollisionCheck>(); AmountFurniture(ActiveFurn.Count); } else Debug.LogError("Received invalid furniture name: "+name); }