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{
m_originalWallMaterials ??= wall.Renderer.sharedMaterials;
wall.Renderer.sharedMaterials = m_altWallMaterials;
}
else
{
wall.Renderer.sharedMaterials = m_originalWallMaterials;
}
}
}
By using SceneElementsManager.Instance.GetElementsByLabel(OVRSceneManager.Classification.WallFace), it gets elements by label (Wallface) and then swaps on that wall.
Note: CEILING is a string and not an enum. This is because it’s part of the Scene API, which is frequently updated. Having that as a string helps with backwards compatibility.
A similar flow is followed for the ceiling swap:
private async void SwapCeiling(bool toAlt)
{
await UniTask.WaitUntil(() => SceneElementsManager.Instance.AreAllElementsSpawned());
var ceiling = SceneElementsManager.Instance.
GetElementsByLabel(OVRSceneManager.Classification.Ceiling).
FirstOrDefault()?.
Renderer;
if (ceiling == null)
return;
var block = new MaterialPropertyBlock();
block.SetFloat(s_visibility, toAlt ? 0 : 1);
ceiling.SetPropertyBlock(block);
}
Enemies spawn
In the Spawner class, as defined in /Assets/Discover/DroneRage/Scripts/Enemies/Spawner.cs, enemies are initially spawned outside the room, behind the wall. To do that, there is a need to first figure out the extent of the wall.
This is how the room extent is calculated:
private void CalculateRoomExtents()
{
var anchors = SceneElementsManager.Instance.GetElementsByLabel(OVRSceneManager.Classification.WallFace).ToList();
if (anchors.Any())
{
m_roomMinExtent = anchors[0].transform.position;
m_roomMaxExtent = anchors[0].transform.position;
m_roomSize = Vector3.zero;
}
foreach (var anchor in anchors)
{
var anchorTransform = anchor.transform;
var position = anchorTransform.position;
var scale = anchorTransform.lossyScale;
var right = anchorTransform.right * scale.x * 0.5f;
var up = anchorTransform.up * scale.y * 0.5f;
var wallPoints = new Vector3[]
{
position - right - up,
position - right + up,
position + right - up,
position + right + up,
};
foreach (var wp in wallPoints)
{
Debug.Log($"wall point {wp}");
m_roomMinExtent = Vector3.Min(m_roomMinExtent, wp);
m_roomMaxExtent = Vector3.Max(m_roomMaxExtent, wp);
m_roomSize.y = Mathf.Max(m_roomSize.y, transform.lossyScale.y);
}
}
m_roomSize = m_roomMaxExtent - m_roomMinExtent;
Debug.Log("Room Size: " + m_roomSize + " Room Min Extents: " + m_roomMinExtent + " Room Max Extents: " + m_roomMaxExtent);
}
The first gets the list of all wall faces with the following line:
var anchors = SceneElementsManager.Instance.GetElementsByLabel(OVRSceneManager.Classification.WallFace).ToList();
Then, it creates a min and max extent.
m_roomMinExtent = Vector3.Min(m_roomMinExtent, wp);
m_roomMaxExtent = Vector3.Max(m_roomMaxExtent, wp);
This essentially gets a bounding box that represents the room and stores that. The following logic finds a point that is outside that bounding box which represents the user’s real-life room.
public Vector3 GetClosestSpawnPoint(Vector3 position)
{
var spawnOffset = position - 0.5f * (m_roomMinExtent + m_roomMaxExtent);
spawnOffset.y = 0f;
spawnOffset = spawnOffset.normalized;