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DynamicPrefab.cs
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using System;
using System.Text;
using UnityEngine;
using UnityEngine.XR.ARFoundation;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation.Samples
{
/// <summary>
/// Change the prefab for the first image in library at runtime.
/// </summary>
[RequireComponent(typeof(ARTrackedImageManager))]
public class DynamicPrefab : MonoBehaviour
{
GameObject m_OriginalPrefab;
[SerializeField]
GameObject m_AlternativePrefab;
public GameObject alternativePrefab
{
get => m_AlternativePrefab;
set => m_AlternativePrefab = value;
}
enum State
{
OriginalPrefab,
ChangeToOriginalPrefab,
AlternativePrefab,
ChangeToAlternativePrefab,
Error
}
State m_State;
string m_ErrorMessage = "";
void OnGUI()
{
var fontSize = 50;
GUI.skin.button.fontSize = fontSize;
GUI.skin.label.fontSize = fontSize;
float margin = 100;
GUILayout.BeginArea(new Rect(margin, margin, Screen.width - margin * 2, Screen.height - margin * 2));
switch (m_State)
{
case State.OriginalPrefab:
{
if (GUILayout.Button($"Alternative Prefab for {GetComponent<PrefabImagePairManager>().imageLibrary[0].name}"))
{
m_State = State.ChangeToAlternativePrefab;
}
break;
}
case State.AlternativePrefab:
{
if (GUILayout.Button($"Original Prefab for {GetComponent<PrefabImagePairManager>().imageLibrary[0].name}"))
{
m_State = State.ChangeToOriginalPrefab;
}
break;
}
case State.Error:
{
GUILayout.Label(m_ErrorMessage);
break;
}
}
GUILayout.EndArea();
}
void SetError(string errorMessage)
{
m_State = State.Error;
m_ErrorMessage = $"Error: {errorMessage}";
}
void Update()
{
switch (m_State)
{
case State.ChangeToAlternativePrefab:
{
if (!alternativePrefab)
{
SetError("No alternative prefab is given.");
break;
}
var manager = GetComponent<PrefabImagePairManager>();
if (!manager)
{
SetError($"No {nameof(PrefabImagePairManager)} available.");
break;
}
var library = manager.imageLibrary;
if (!library)
{
SetError($"No image library available.");
break;
}
if (!m_OriginalPrefab)
m_OriginalPrefab = manager.GetPrefabForReferenceImage(library[0]);
manager.SetPrefabForReferenceImage(library[0], alternativePrefab);
m_State = State.AlternativePrefab;
break;
}
case State.ChangeToOriginalPrefab:
{
if (!m_OriginalPrefab)
{
SetError("No original prefab is given.");
break;
}
var manager = GetComponent<PrefabImagePairManager>();
if (!manager)
{
SetError($"No {nameof(PrefabImagePairManager)} available.");
break;
}
var library = manager.imageLibrary;
if (!library)
{
SetError($"No image library available.");
break;
}
manager.SetPrefabForReferenceImage(library[0], m_OriginalPrefab);
m_State = State.OriginalPrefab;
break;
}
}
}
}
}