using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.XR.ARFoundation;
namespace UnityEngine.XR.ARFoundation.Samples
{
///
/// This example demonstrates how to toggle plane detection,
/// and also hide or show the existing planes.
///
[RequireComponent(typeof(ARPlaneManager))]
public class PlaneDetectionController : MonoBehaviour
{
[Tooltip("The UI Text element used to display plane detection messages.")]
[SerializeField]
Text m_TogglePlaneDetectionText;
///
/// The UI Text element used to display plane detection messages.
///
public Text togglePlaneDetectionText
{
get { return m_TogglePlaneDetectionText; }
set { m_TogglePlaneDetectionText = value; }
}
///
/// Toggles plane detection and the visualization of the planes.
///
public void TogglePlaneDetection()
{
m_ARPlaneManager.enabled = !m_ARPlaneManager.enabled;
string planeDetectionMessage = "";
if (m_ARPlaneManager.enabled)
{
planeDetectionMessage = "Disable Plane Detection and Hide Existing";
SetAllPlanesActive(true);
}
else
{
planeDetectionMessage = "Enable Plane Detection and Show Existing";
SetAllPlanesActive(false);
}
if (togglePlaneDetectionText != null)
togglePlaneDetectionText.text = planeDetectionMessage;
}
///
/// Iterates over all the existing planes and activates
/// or deactivates their GameObjects'.
///
/// Each planes' GameObject is SetActive with this value.
void SetAllPlanesActive(bool value)
{
foreach (var plane in m_ARPlaneManager.trackables)
plane.gameObject.SetActive(value);
}
void Awake()
{
m_ARPlaneManager = GetComponent();
}
ARPlaneManager m_ARPlaneManager;
}
}