// Update is called once per frame void Update() { if (fove.Gazecast(my_collider)) { menuBar.SetActive(false); } }
// Update is called once per frame void Update() { if (fove.Gazecast(my_collider)) { MenuSetup(); } }
// Update is called once per frame void Update() { if (fove.Gazecast(my_collider)) { Application.Quit(); } }
// Update is called once per frame void Update() { if (fove.Gazecast(my_collider)) { Debug.Log("123456789"); Application.LoadLevel(scene[sceneId]); } }
IEnumerator timer3() { yield return(new WaitForSeconds(1)); if (fove.Gazecast(my_collider)) { timer_i++; } //Debug.Log(timer_i); if (timer_i > GUIShow && fove.Gazecast(my_collider)) { //Debug.Log("show GUI"); StartCoroutine("DetailLifeTime"); timer_i = 0; } start_Timer3 = true; }
// Update is called once per frame void Update() { if (fove.Gazecast(my_collider)) { Continue.SetActive(false); Options.SetActive(false); Quit.SetActive(false); category_shop_bed.SetActive(true); category_shop_chair.SetActive(true); returnButton.SetActive(true); } }
// LateUpdate ensures that the object doesn't lag behind the user's head motion void FixedUpdate() { //set value rays = fove.GetGazeRays_Immediate(); myEyeStruct = FoveInterface.CheckEyesClosed(); //raycast Debug.Log(myEyeStruct.ToString()); Physics.Raycast(rays.left, out hit, Mathf.Infinity); if (fove.Gazecast(hit.collider)) { transform.position = hit.point; if (hit.point != Vector3.zero) //&& (myEyeStruct == EFVR_Eye.Right || myEyeStruct == EFVR_Eye.Both)) { transform.position = hit.point; //send a message to a destination gameobject if (prev == null) { //set the prev to the current hit collider prev = hit.collider; Debug.Log("hit collider set collider to my object " + prev.GetType()); if (prev.GetComponent <timerScript>() != null) { prev.SendMessage("StartTimer"); } } else if (prev.name != hit.collider.name) { if (prev.GetComponent <timerScript>() != null) { prev.SendMessage("StopTimer"); } if (hit.collider.GetComponent <timerScript>() != null) { hit.collider.SendMessage("StartTimer"); } prev = hit.collider; } } } }
private GazePosition GetGaze() { Collider hit; if (!fove.Gazecast(1 << 8, out hit)) { return(GazePosition.None); } switch (hit.gameObject.name) { case "L Collider": return(GazePosition.Left); case "R Collider": return(GazePosition.Right); default: return(GazePosition.Centre); } }