/*--------------------------------------------------------------------------------------------*/
        protected override void PerformAdjustments()
        {
            HovercastInterface      cast       = FindObjectOfType <HovercastInterface>();
            DemoHovercastCustomizer castCustom = cast.GetComponent <DemoHovercastCustomizer>();

            castCustom.StandardFollowCursor      = CursorType.LeftPalm;
            castCustom.SwitchedFollowCursor      = CursorType.RightPalm;
            castCustom.StandardInteractionCursor = CursorType.RightIndex;
            castCustom.SwitchedInteractionCursor = CursorType.LeftIndex;
        }
        /*--------------------------------------------------------------------------------------------*/
        protected override void PerformAdjustments()
        {
            HovercastInterface      cast       = FindObjectOfType <HovercastInterface>();
            DemoHovercastCustomizer castCustom = cast.GetComponent <DemoHovercastCustomizer>();

            Deactivate(UnityUtil.FindComponentAll <Camera>("MainCamera").gameObject);
            Deactivate(UnityUtil.FindComponentAll <HoverItemDataSelector>("Re-orient"));

            castCustom.StandardFollowCursor = CursorType.LeftPinky;
            castCustom.SwitchedFollowCursor = CursorType.RightPinky;
        }
Beispiel #3
0
        /*--------------------------------------------------------------------------------------------*/
        private void UpdateWithTransitions()
        {
            HovercastOpenTransitioner open = gameObject.GetComponent <HovercastOpenTransitioner>();
            HovercastRowTransitioner  row  = gameObject.GetComponent <HovercastRowTransitioner>();
            HovercastInterface        cast = gameObject.GetComponent <HovercastInterface>();

            float openProg    = open.TransitionProgressCurved;
            float openAlpha   = (cast.IsOpen ? openProg : 1 - openProg);
            float prevAlpha   = openAlpha * (1 - row.TransitionProgressCurved);
            float activeAlpha = openAlpha * row.TransitionProgressCurved;

            FadeItem(cast.OpenItem, 1);
            FadeItem(cast.BackItem, openAlpha);
            FadeItem(cast.TitleItem, openAlpha);
            FadeRow(cast.PreviousRow, prevAlpha);
            FadeRow(cast.ActiveRow, activeAlpha);
        }
Beispiel #4
0
        /*--------------------------------------------------------------------------------------------*/
        protected override void PerformAdjustments()
        {
            HoverCursorDataProvider cursProv   = FindObjectOfType <HoverCursorDataProvider>();
            ICursorDataForInput     palL       = cursProv.GetCursorDataForInput(CursorType.LeftPalm);
            ICursorDataForInput     indR       = cursProv.GetCursorDataForInput(CursorType.RightIndex);
            ICursorDataForInput     look       = cursProv.GetCursorDataForInput(CursorType.Look);
            HovercastInterface      cast       = FindObjectOfType <HovercastInterface>();
            HoverCursorFollower     castFollow = cast.GetComponent <HoverCursorFollower>();

            HoverCursorRendererUpdater[] cursorRendUps =
                Resources.FindObjectsOfTypeAll <HoverCursorRendererUpdater>();

            foreach (HoverCursorRendererUpdater rendUp in cursorRendUps)
            {
                CursorType ct = rendUp.GetComponent <HoverCursorFollower>().CursorType;
                rendUp.gameObject.SetActive(ct != CursorType.LeftPalm && ct != CursorType.RightPalm);
            }

            foreach (ICursorData cursorData in cursProv.Cursors)
            {
                ICursorDataForInput cursorDataInp = cursProv.GetCursorDataForInput(cursorData.Type);
                cursorDataInp.SetCapability(CursorCapabilityType.None);
            }

            palL.SetCapability(CursorCapabilityType.TransformOnly);
            indR.SetCapability(CursorCapabilityType.Full);
            look.SetCapability(CursorCapabilityType.TransformOnly);

            cast.transform.GetChild(0).localPosition =
                new Vector3(0, 0, 0.02f);                 //moves "TransformAdjuster"
            castFollow.CursorType = palL.Type;

            //for non-playing editor...

            palL.SetWorldRotation(Quaternion.Euler(0, 160, 80)); //face the camera (for editor)
            castFollow.Update();                                 //moves interface to the correct cursor transform
            cast.GetComponent <TreeUpdater>().Update();          //forces entire interface to update
        }
 ////////////////////////////////////////////////////////////////////////////////////////////////
 /*--------------------------------------------------------------------------------------------*/
 public void Awake()
 {
     if ( HovercastInterface == null ) {
         HovercastInterface = GetComponentInParent<HovercastInterface>();
     }
 }