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- using Blue;
- using UnityEngine;
- public class GetScenePosRot : AbstractController
- {
- public Transform meshTest=>(SceneIOCContainer.Instance.Pull("mesh_test")as GameObject).transform;
- public Transform meshTestParent=>(SceneIOCContainer.Instance.Pull("ARSpaceForAll")as GameObject).transform;
- private void Awake()
- {
- this.RegisterEvent<GetScenePosRotEvent>(GetScenePosRotSuccess).UnRegisterWhenGameObjectDestroyed(gameObject);
- }
- private void GetScenePosRotSuccess(GetScenePosRotEvent e)
- {
- Vector3 pos = new Vector3(e.PosRot[0].x, e.PosRot[0].y, e.PosRot[0].z);
- Vector3 rot = new Vector3(e.PosRot[1].x, e.PosRot[1].y, e.PosRot[1].z);
- SetPosRot(pos,rot);
- }
- private void SetPosRot(Vector3 pos,Vector3 rot)
- {
- meshTest.transform.parent = meshTestParent;
- meshTest.transform.localPosition = pos;
- meshTest.transform.localEulerAngles = rot;
- }
- }
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