Trying to get rid of "text" in code

FacilityBuilder

New member
Joined
Nov 4, 2019
Messages
1
Programming Experience
Beginner
Hello,

I am pretty new to C# but I am trying to modify this code I found online. It is an AR ruler and I want to modify the code so the application will run without the text on the lines.

This is where I got the code from


C#:
using System.Collections.Generic;
using UnityEngine;
using TMPro;

namespace JoystickLab
{
    struct LineProp
    {
        public GameObject point;
        public GameObject distanceText;

        public LineProp(GameObject point, GameObject distanceText)
        {
            this.point = point;
            this.distanceText = distanceText;
        }


        public void SetEnable(bool enabled)
        {
            if (distanceText != null)
            {
                distanceText.SetActive(enabled);
            }
            point.SetActive(enabled);

        }
    }

    public class LineRendererDrawing : SingleToneManager<LineRendererDrawing>
    {
        public Material lineMaterial;

        public Material dottedLineMaterial;

        //public TextMesh distanceText;
        public GameObject distanceTextButton;
        public UnitConverter distanceUIBox;

        private List<Transform> clickPoints;
        private List<Vector3> clickPositions;
        public float lineWidth;

        GameObject textObj = null;
        LineRenderer lineRenderer;

        private Stack<LineProp> pointStack;

        private bool isDisCrete;

        public bool IsDisCrete
        {
            private get { return isDisCrete; }
            set
            {
                isDisCrete = value;
                textObj.SetActive(false);
            }
        }
        // Use this for initialization
        void Start()
        {
            //lineRenderer = GetComponent<LineRenderer>();
            clickPoints = new List<Transform>();
            lineRenderer = new LineRenderer();
            pointStack = new Stack<LineProp>();

            textObj = Instantiate(distanceTextButton.gameObject, Vector3.zero, Quaternion.identity);
            textObj.name = "DottedDistanceLabel";
            textObj.SetActive(false);


        }

        public float DrawLine(GameObject point, bool done)
        {
            float distance = 0;
            int lastIndex = clickPoints.Count - 1;

            Transform startpoint = null;
            Transform endPoint = null;

            if (!done && clickPoints.Count > 0)
            {
                //Debug.Log("Dotted");
                lineRenderer.material = dottedLineMaterial;
                lineRenderer.textureMode = LineTextureMode.Tile;
                lineRenderer.positionCount = 2;
                lineRenderer.SetPosition(0, clickPoints[lastIndex].position);
                lineRenderer.SetPosition(1, point.transform.position);
                startpoint = clickPoints[lastIndex];
                endPoint = point.transform;
            }

            if (done) // done == true when user click
            {
                //Debug.Log("Straight");
                clickPoints.Add(point.transform);

                pointStack.Push(new LineProp(point, textObj));
                point.transform.name = clickPoints.Count.ToString();
                //print("The Pushed Point is = "+ point.name+ " and the text is = "+textObj.name);

                lastIndex = clickPoints.Count - 1;
                if (lineRenderer != null)
                {
                    lineRenderer.material = lineMaterial;
                }
                lineRenderer = point.AddComponent<LineRenderer>();
                lineRenderer.material = lineMaterial;
                lineRenderer.startWidth = lineRenderer.endWidth = lineWidth;
                if (clickPoints.Count >= 2)
                {
                    startpoint = clickPoints[lastIndex];
                    endPoint = clickPoints[lastIndex - 1];

                    if (IsDisCrete)
                    {
                        ClearPoints();
                    }
                }
            }
            if (startpoint != null && endPoint != null)
            {
                Vector3 resultant = endPoint.position - startpoint.position;
                distance = Vector3.Magnitude(resultant);
                float angel = Mathf.Atan2(resultant.z, resultant.x) * Mathf.Rad2Deg;
                DrawLength(endPoint.position, startpoint.position, distance, angel, done);
            }

            return distance;
        }

        void DrawLength(Vector3 pointOne, Vector3 pointTwo, float distance, float yAngle, bool done)
        {
            string unit;
            string finalOutputText;

            Vector3 point = (pointOne + pointTwo) / 2;
            point.y += 0.02f;
            if (done)
            {
                textObj = Instantiate(distanceTextButton.gameObject, point, Quaternion.identity);
                textObj.name = clickPoints.Count.ToString() + "th Label";
                if (pointStack.Count > 0)
                {
                    LineProp l = pointStack.Pop();
                    l.distanceText = textObj;
                    pointStack.Push(l);
                }
            }
            else if (!done)
            {
                if (distance * 100 > 5f && pointStack.Count > 0)
                {
                    textObj.SetActive(true);
                }
                else
                {
                    textObj.SetActive(false);
                }
                textObj.transform.position = point;
            }

            finalOutputText = processDistance(distance, out unit);

            textObj.GetComponentInChildren<TextMeshProUGUI>().text = finalOutputText + " <size=2>" + unit;

            Vector3 prevAngle = textObj.transform.eulerAngles;
            prevAngle.y = -yAngle;
            prevAngle.x = 90;

            textObj.transform.eulerAngles = prevAngle;
        }

        public void ClearPoints()
        {
            clickPoints.Clear();
        }

        public void Undo()
        {
            if (pointStack.Count > 0)
            {
                pointStack.Pop().SetEnable(false);
                textObj.SetActive(false);
            }
            ClearPoints();
        }

        private string processDistance(float distance, out string unit)
        {
            float d = distance * 100;
            unit = "cm";
            if (d > 100)
            {
                d = distance;
                unit = "m";
            }

            return d.ToString("F1");

        }

        public void ShowDistanceBox(string output)
        {
            int leftarrowIndex = output.IndexOf('<');
            int rightarrawIndex = output.IndexOf('>');
            string ans = output.Substring(0, leftarrowIndex - 1);
            print("leng" + output.Length);
            string unit = output.Substring(rightarrawIndex + 1, output.Length - rightarrawIndex - 1);
            distanceUIBox.output = ans + " <size=80>" + unit;

            distanceUIBox.gameObject.SetActive(true);

        }

        public void HideDistanceBox()
        {
            distanceUIBox.gameObject.SetActive(false);
        }
    }
}
 
Last edited by a moderator:
Please provide a FULL and CLEAR explanation of EXACTLY what the issue is. Posting a big wad of all the code you have and then expecting us to trawl through it first work out what is relevant is not really good enough. Provide ALL the information that is relevant and ONLY what is relevant.
 
Hang on until I run and get my harry potter wand and magic up a solution to the unexplained problem.

How are we to know where the lines of text are being rendered? That's what debuggers are for. Put a break point on your code and step through pressing F11 until you see where the values are assigned to your UI or device. You can't post a bunch of code and expect us to know exactly what is what when you haven't explained how the code works or what the problem is. Please don't be so vague, and put some effort into the question you're asking.
 
Back
Top Bottom