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Commit c4c6cdf

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Stephen HodgsonStephen Hodgson
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Removed loop and countdown and did it the smart way by only moving the gazemanager code into Start.
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Assets/HoloToolkit/Input/Scripts/BasicCursor.cs

Lines changed: 3 additions & 29 deletions
Original file line numberDiff line numberDiff line change
@@ -28,12 +28,6 @@ public struct RaycastResult
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2929
private GazeManager gazeManager;
3030

31-
/// <summary>
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/// The number of frames to wait until we get our GazeManager reference before
33-
/// throwing an error about it being missing in the scene.
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/// </summary>
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private int framesBeforeError = 10;
36-
3731
protected virtual void Awake()
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{
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meshRenderer = gameObject.GetComponent<MeshRenderer>();
@@ -51,32 +45,20 @@ protected virtual void Awake()
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cursorDefaultRotation = gameObject.transform.rotation;
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}
5347

54-
private bool GetGazeManagerReference()
48+
protected virtual void Start()
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{
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gazeManager = GazeManager.Instance;
5751

5852
if (gazeManager == null)
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{
60-
if (framesBeforeError > 0)
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{
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framesBeforeError--;
63-
}
64-
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if (framesBeforeError == 0)
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{
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Debug.LogError("Must have a GazeManager somewhere in the scene.");
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}
69-
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return false;
54+
Debug.LogError("Must have a GazeManager somewhere in the scene.");
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}
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7357
if ((GazeManager.Instance.RaycastLayerMask & (1 << gameObject.layer)) != 0)
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{
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Debug.LogError("The cursor has a layer that is checked in the GazeManager's Raycast Layer Mask. Change the cursor layer (e.g.: to Ignore Raycast) or uncheck the layer in GazeManager: " +
7660
LayerMask.LayerToName(gameObject.layer));
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}
78-
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return true;
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}
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protected virtual RaycastResult CalculateRayIntersect()
@@ -90,19 +72,11 @@ protected virtual RaycastResult CalculateRayIntersect()
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protected virtual void LateUpdate()
9274
{
93-
if (meshRenderer == null)
75+
if (meshRenderer == null || gazeManager == null)
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{
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return;
9678
}
9779

98-
if (gazeManager == null)
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{
100-
if (!GetGazeManagerReference())
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{
102-
return;
103-
}
104-
}
105-
10680
// Calculate the raycast result
10781
RaycastResult rayResult = CalculateRayIntersect();
10882

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