protected override void Update()
    {
        base.Update();

        HasGaze = GameObjectInteractor.HasGaze();

        if (_hasGaze != HasGaze)
        {
            _hasGaze = HasGaze;
            if (HasGaze)
            {
                if (debug)
                {
                    Debug.Log(this.gameObject.name + ": PlayMakerGazeAwareComponent : " + GlazeStartedEvent + " " + eventTarget);
                }

                GlazeStartedEvent.SendEvent(null, eventTarget);
            }
            else
            {
                if (debug)
                {
                    Debug.Log(this.gameObject.name + ": PlayMakerGazeAwareComponent : " + GlazeEndedEvent + " " + eventTarget);
                }
                GlazeEndedEvent.SendEvent(null, eventTarget);
            }
        }
    }
    protected override void Update()
    {
        base.Update();

        IsActivated = GameObjectInteractor.IsActivated();

        var activationFocusState = GameObjectInteractor.GetActivationFocusState();

        HasActivationFocus          = (activationFocusState == ActivationFocusState.HasActivationFocus);
        HasTentativeActivationFocus = (activationFocusState == ActivationFocusState.HasTentativeActivationFocus);
    }
Beispiel #3
0
    protected override void Update()
    {
        base.Update();
        if (GameObjectInteractor.HasGaze() || isMouseOver)
        {
            time += Time.deltaTime;
            this.currentHealth -= 100f * Time.deltaTime;
        }

        if (currentHealth <= 0)
        {
            Destroy(this.gameObject);
            Instantiate(Explosion, this.transform.position, Quaternion.identity);
        }

        this.astRenderer.color = Color.Lerp(EndColor, startingColor, currentHealth / startingHealth);
        isMouseOver            = false;
    }
    protected override void Update()
    {
        base.Update();

        Velocity = GameObjectInteractor.GetPanVelocity();
    }
    protected override void Update()
    {
        base.Update();

        HasGaze = GameObjectInteractor.HasGaze();
    }