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resolving another ambiguous function error
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renaming PlaceObjectAtPoint ambiguity, serializer could not find the one that took a ServerAction
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winthos committed Aug 28, 2020
1 parent d774577 commit acc4c23
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Showing 2 changed files with 4 additions and 4 deletions.
6 changes: 3 additions & 3 deletions unity/Assets/ExperimentRoomSceneManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -262,7 +262,7 @@ public List<Vector3> ReturnValidSpawns(string objType, int variation, SimObjPhys
for(int i = 0; i < spawnCoordinates.Count; i++)
{
//place object at the given point, then check if the corners are ok
fpsAgent.PlaceObjectAtPoint(toSpawn, spawnCoordinates[i]);
fpsAgent.placeObjectAtPoint(toSpawn, spawnCoordinates[i]);

List<Vector3> corners = GetCorners(spawned);

Expand Down Expand Up @@ -332,7 +332,7 @@ public bool SpawnExperimentObjAtPoint(string objType, int variation, SimObjPhysi
spawned.transform.Rotate(new Vector3(0, yRot, 0), Space.Self);

PhysicsRemoteFPSAgentController fpsAgent = agentManager.ReturnPrimaryAgent().GetComponent<PhysicsRemoteFPSAgentController>();
if(fpsAgent.PlaceObjectAtPoint(toSpawn, point))
if(fpsAgent.placeObjectAtPoint(toSpawn, point))
{
//we set success to true, if one of the corners doesn't fit on the table
//this will be switched to false and will be returned at the end
Expand Down Expand Up @@ -415,7 +415,7 @@ public bool SpawnExperimentObjAtRandom(string objType, int variation, int seed,
{
//place object at the given point, this also checks the spawn area to see if its clear
//if not clear, it will return false
if(fpsAgent.PlaceObjectAtPoint(toSpawn, spawnCoordinates[i]))
if(fpsAgent.placeObjectAtPoint(toSpawn, spawnCoordinates[i]))
{
//we set success to true, if one of the corners doesn't fit on the table
//this will be switched to false and will be returned at the end
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2 changes: 1 addition & 1 deletion unity/Assets/Scripts/PhysicsRemoteFPSAgentController.cs
Original file line number Diff line number Diff line change
Expand Up @@ -3367,7 +3367,7 @@ public void PlaceObjectAtPoint(ServerAction action)
}

//same as PlaceObjectAtPoint(ServerAction action) but without a server action
public bool PlaceObjectAtPoint(SimObjPhysics t, Vector3 position)
public bool placeObjectAtPoint(SimObjPhysics t, Vector3 position)
{
SimObjPhysics target = null;
//find the object in the scene, disregard visibility
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