using System;
using UnityEngine.XR.ARSubsystems;
namespace UnityEngine.XR.ARFoundation
{
///
/// Represents an Anchor tracked by an XR device.
///
///
/// An anchor is a pose in the physical environment that is tracked by an XR device.
/// As the device refines its understanding of the environment, anchors will be
/// updated, helping you to keep virtual content connected to a real-world position and orientation.
///
[DefaultExecutionOrder(ARUpdateOrder.k_Anchor)]
[DisallowMultipleComponent]
[HelpURL(typeof(ARAnchor))]
public sealed class ARAnchor : ARTrackable
{
///
/// Get the session identifier from which this anchor originated.
///
public Guid sessionId => sessionRelativeData.sessionId;
void OnEnable()
{
if (ARAnchorManager.instance is ARAnchorManager manager)
{
if (sessionRelativeData.trackableId == TrackableId.invalidId && !manager.TryAddAnchor(this))
{
Debug.LogWarning($"{nameof(ARAnchor)} component on {name} has failed to add itself to the anchor subsystem, and will be disabled. To avoid this possibility, you should use ARAnchorManager.{nameof(ARAnchorManager.TryAddAnchorAsync)} instead of adding the AR Anchor component to GameObjects at runtime.");
enabled = false;
}
}
else
{
pending = true;
}
}
void OnDisable()
{
if (ARAnchorManager.instance is ARAnchorManager manager)
{
manager.TryRemoveAnchor(this);
}
}
}
}