public static void SaveHMU(HMUData data) { PlayerPrefs.SetFloat(PrefsTags.HMU_POSITION_X, data.Position.x); PlayerPrefs.SetFloat(PrefsTags.HMU_POSITION_Y, data.Position.y); PlayerPrefs.SetFloat(PrefsTags.HMU_POSITION_Z, data.Position.z); PlayerPrefs.SetFloat(PrefsTags.HMU_ROTATION_X, data.Rotation.x); PlayerPrefs.SetFloat(PrefsTags.HMU_ROTATION_Y, data.Rotation.y); PlayerPrefs.SetFloat(PrefsTags.HMU_ROTATION_Z, data.Rotation.z); PlayerPrefs.SetFloat(PrefsTags.HMU_ROTATION_W, data.Rotation.w); PlayerPrefs.Save(); }
// Load and returns calibration data from player prefs file private static HMUData LoadHMUCalibration() { var data = new HMUData(); _isHMULoaded = true; float posx = GetFloat(PrefsTags.HMU_POSITION_X); float posy = GetFloat(PrefsTags.HMU_POSITION_Y); float posz = GetFloat(PrefsTags.HMU_POSITION_Z); float rotx = GetFloat(PrefsTags.HMU_ROTATION_X); float roty = GetFloat(PrefsTags.HMU_ROTATION_Y); float rotz = GetFloat(PrefsTags.HMU_ROTATION_Z); float rotw = GetFloat(PrefsTags.HMU_ROTATION_W); data.Position = new Vector3(posx, posy, posz); data.Rotation = new Quaternion(rotx, roty, rotz, rotw); return(data); }
public HMUData(HMUData data) { this.Position = data.Position; this.Rotation = data.Rotation; }