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using System.Collections;
using NGS.MeshFusionPro;
using UnityEngine;
public class BuildingMeshTracker : MonoBehaviour
{
public MeshFusionSource meshFuser;
private Coroutine freezeWithDelay;
private bool freezeWithDelayCoroRunning;
private void OnEnable()
{
FreezeMeshWithDelay();
}
private void OnDisable()
{
Unfreeze();
}
public void Unfreeze()
{
if (freezeWithDelayCoroRunning)
{
StopCoroutine(freezeWithDelay);
freezeWithDelayCoroRunning = false;
}
meshFuser.UndoCombine();
}
public void FreezeMeshWithDelay()
{
if (!meshFuser.gameObject.activeInHierarchy)
{
return;
}
if (freezeWithDelay == null)
{
freezeWithDelay = StartCoroutine(FreezeMeshWithDelayCoro());
return;
}
if (freezeWithDelayCoroRunning)
{
StopCoroutine(freezeWithDelay);
freezeWithDelayCoroRunning = false;
}
freezeWithDelay = StartCoroutine(FreezeMeshWithDelayCoro());
}
private IEnumerator FreezeMeshWithDelayCoro()
{
freezeWithDelayCoroRunning = true;
yield return new WaitForSeconds(2f);
meshFuser.AssignToController();
freezeWithDelayCoroRunning = false;
}
}
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