C# 클래스 UnityEngine.VR.WSA.Persistence.WorldAnchorStore

The storage object for persisted WorldAnchors.

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공개 메소드들

메소드 설명
Clear ( ) : void

Clears all persisted WorldAnchors.

Delete ( string id ) : bool

Deletes a persisted WorldAnchor from the store.

GetAllIds ( string ids ) : int

Gets all of the identifiers of the currently persisted WorldAnchors.

GetAllIds ( ) : string[]

Gets all of the identifiers of the currently persisted WorldAnchors.

GetAsync ( GetAsyncDelegate onCompleted ) : void
Load ( string id, GameObject go ) : WorldAnchor

Loads a WorldAnchor from disk for given identifier and attaches it to the GameObject. If the GameObject has a WorldAnchor, that WorldAnchor will be updated. If the anchor is not found, null will be returned and the GameObject and any existing WorldAnchor attached to it will not be modified.

Save ( string id, WorldAnchor anchor ) : bool

Saves the provided WorldAnchor with the provided identifier. If the identifier is already in use, the method will return false.

비공개 메소드들

메소드 설명
Clear_Internal ( IntPtr context ) : void
Delete_Internal ( IntPtr context, string id ) : bool
Destruct_Internal ( IntPtr context ) : void
GetAllIds_Internal ( IntPtr context, string ids ) : int
GetAnchorCount_Internal ( IntPtr context ) : int
GetAsync_Internal ( GetAsyncDelegate onCompleted ) : void
InvokeGetAsyncDelegate ( GetAsyncDelegate handler, IntPtr nativePtr ) : void
Load_Internal ( IntPtr context, string id, WorldAnchor anchor ) : bool
Save_Internal ( IntPtr context, string id, WorldAnchor anchor ) : bool
WorldAnchorStore ( IntPtr nativePtr ) : System

메소드 상세

Clear() 공개 메소드

Clears all persisted WorldAnchors.

public Clear ( ) : void
리턴 void

Delete() 공개 메소드

Deletes a persisted WorldAnchor from the store.

public Delete ( string id ) : bool
id string The identifier of the WorldAnchor to delete.
리턴 bool

GetAllIds() 공개 메소드

Gets all of the identifiers of the currently persisted WorldAnchors.

public GetAllIds ( string ids ) : int
ids string A target array to receive the identifiers of the currently persisted world anchors.
리턴 int

GetAllIds() 공개 메소드

Gets all of the identifiers of the currently persisted WorldAnchors.

public GetAllIds ( ) : string[]
리턴 string[]

GetAsync() 공개 정적인 메소드

public static GetAsync ( GetAsyncDelegate onCompleted ) : void
onCompleted GetAsyncDelegate
리턴 void

Load() 공개 메소드

Loads a WorldAnchor from disk for given identifier and attaches it to the GameObject. If the GameObject has a WorldAnchor, that WorldAnchor will be updated. If the anchor is not found, null will be returned and the GameObject and any existing WorldAnchor attached to it will not be modified.

public Load ( string id, GameObject go ) : WorldAnchor
id string The identifier of the WorldAnchor to load.
go UnityEngine.GameObject The object to attach the WorldAnchor to if found.
리턴 UnityEngine.VR.WSA.WorldAnchor

Save() 공개 메소드

Saves the provided WorldAnchor with the provided identifier. If the identifier is already in use, the method will return false.

public Save ( string id, WorldAnchor anchor ) : bool
id string The identifier to save the anchor with. This needs to be unique for your app.
anchor UnityEngine.VR.WSA.WorldAnchor The anchor to save.
리턴 bool