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using System;
namespace UnityEngine.XR.ARKit{ /// <summary>
/// Represents an asynchronous world map request.
/// Use this to determine the status of the request,
/// and get the <see cref="ARWorldMap"/> once the request is complete.
/// </summary>
public struct ARWorldMapRequest : IDisposable, IEquatable<ARWorldMapRequest> { /// <summary>
/// Get the status of the request.
/// </summary>
public ARWorldMapRequestStatus status { get { return Api.UnityARKit_getWorldMapRequestStatus(m_RequestId); } }
/// <summary>
/// Retrieve the <see cref="ARWorldMap"/>.
/// It is an error to call this method when <see cref="status"/> is
/// not <see cref="ARWorldMapRequestStatus.Success"/>.
/// </summary>
/// <returns>An <see cref="ARWorldMap"/> representing the state of the session at the time the request was made.</returns>
public ARWorldMap GetWorldMap() { if (status != ARWorldMapRequestStatus.Success) throw new InvalidOperationException("Cannot GetWorldMap unless status is ARWorldMapRequestStatus.Success.");
var worldMapId = Api.UnityARKit_getWorldMapIdFromRequestId(m_RequestId); if (worldMapId == ARWorldMap.k_InvalidHandle) throw new InvalidOperationException("Internal error.");
return new ARWorldMap(worldMapId); }
/// <summary>
/// Dispose of the request. You must dispose of the request to avoid
/// leaking resources.
/// </summary>
public void Dispose() { Api.UnityARKit_disposeWorldMapRequest(m_RequestId); }
public override int GetHashCode() { return m_RequestId.GetHashCode(); }
public override bool Equals(object obj) { if (!(obj is ARWorldMapRequest)) return false;
return Equals((ARWorldMapRequest)obj); }
public bool Equals(ARWorldMapRequest other) { return (m_RequestId == other.m_RequestId); }
public static bool operator ==(ARWorldMapRequest lhs, ARWorldMapRequest rhs) { return lhs.Equals(rhs); }
public static bool operator !=(ARWorldMapRequest lhs, ARWorldMapRequest rhs) { return !lhs.Equals(rhs); }
internal ARWorldMapRequest(int requestId) { m_RequestId = requestId; }
int m_RequestId; }}
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