Beispiel #1
0
 void OnButtonDown(byte controller_id, MLInputControllerButton button)
 {
     if (button == MLInputControllerButton.Bumper)
     {
         _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount);
         _meshingVisualizer.SetRenderers(_renderMode);
     }
 }
Beispiel #2
0
 private void OnTouchpadGestureStart(byte controllerId, MLInputControllerTouchpadGesture gesture)
 {
     if (controllerConnectionHandler.IsControllerValid(controllerId) &&
         gesture.Type == MLInputControllerTouchpadGestureType.Swipe &&
         gesture.Direction == MLInputControllerTouchpadGestureDirection.Up)
     {
         renderMode = (MeshingVisualizer.RenderMode)((int)(renderMode + 1) % renderModeCount);
         meshingVisualizer.SetRenderers(renderMode);
     }
 }
Beispiel #3
0
        /// <summary>
        /// Handles the event for button up.
        /// </summary>
        /// <param name="controller_id">The id of the controller.</param>
        /// <param name="button">The button that is being released.</param>
        private void OnButtonUp(byte controller_id, MLInputControllerButton button)
        {
            MLInputController controller = MLInput.GetController(controller_id);

            if (button == MLInputControllerButton.Bumper && controller.TriggerValue < 0.8f)
            {
                _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _modeCount);
                _meshingVisualizer.SetRenderers(_renderMode);
            }
            else if (button == MLInputControllerButton.HomeTap)
            {
                _meshingVisualizer.SpatialMapper.meshType = (_meshingVisualizer.SpatialMapper.meshType == MLSpatialMapper.MeshType.Blocks) ? MLSpatialMapper.MeshType.Full : MLSpatialMapper.MeshType.Blocks;
            }
            UpdateStatusText();
        }
        /// <summary>
        /// Handles the event for button down. Changes render mode if bumper is pressed or
        /// changes from bounded to boundless and viceversa if home button is pressed.
        /// </summary>
        /// <param name="controllerId">The id of the controller.</param>
        /// <param name="button">The button that is being released.</param>
        private void OnButtonDown(byte controllerId, MLInputControllerButton button)
        {
            if (_controllerConnectionHandler.IsControllerValid(controllerId))
            {
                if (button == MLInputControllerButton.Bumper)
                {
                    _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount);
                    _meshingVisualizer.SetRenderers(_renderMode);
                }
                else if (button == MLInputControllerButton.HomeTap)
                {
                    _bounded = !_bounded;

                    _mlSpatialMapper.gameObject.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize;
                }
            }
        }
Beispiel #5
0
        /// <summary>
        /// Handles the event for button down. Changes render mode if bumper is pressed or
        /// changes from bounded to boundless and viceversa if home button is pressed.
        /// </summary>
        /// <param name="controller_id">The id of the controller.</param>
        /// <param name="button">The button that is being released.</param>
        private void OnButtonDown(byte controller_id, MLInputControllerButton button)
        {
            if (button == MLInputControllerButton.Bumper)
            {
                _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount);
                _meshingVisualizer.SetRenderers(_renderMode);
            }
            if (button == MLInputControllerButton.HomeTap)
            {
                _bounded = !_bounded;

                _visualBounds.SetActive(_bounded);
                _mlSpatialMapper.gameObject.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize;
            }


            UpdateStatusText();
        }
        /// <summary>
        /// Handles the event for button down. Changes render mode if bumper is pressed or
        /// changes from bounded to boundless and viceversa if home button is pressed.
        /// </summary>
        /// <param name="controller_id">The id of the controller.</param>
        /// <param name="button">The button that is being released.</param>
        private void OnButtonDown(byte controller_id, MLInputControllerButton button)
        {
            if (button == MLInputControllerButton.Bumper)
            {
                _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount);
                _meshingVisualizer.SetRenderers(_renderMode);
            }
            if (button == MLInputControllerButton.HomeTap)
            {
                _bounded = !_bounded;

                // Disable the bounds visual.
                _spatialMapper.ShowBounds(_bounded);
                _spatialMapper.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize;
                _spatialMapper.ClearMesh();
            }

            UpdateStatusText();
        }
        /// <summary>
        /// Handles the event for button down. Changes render mode if bumper is pressed or
        /// changes from bounded to boundless and viceversa if home button is pressed.
        /// </summary>
        /// <param name="controller_id">The id of the controller.</param>
        /// <param name="button">The button that is being released.</param>
        private void OnButtonDown(byte controller_id, MLInputControllerButton button)
        {
            if (button == MLInputControllerButton.Bumper || button == MLInputControllerButton.Move)
            {
                _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount);
                _meshingVisualizer.SetRenderers(_renderMode);
            }
            // On MLMA, trigger is represented with the app button.
            if (button == MLInputControllerButton.App)
            {
                OnTriggerDown(0, 1.0f);
            }
            if (button == MLInputControllerButton.HomeTap)
            {
                _bounded = !_bounded;

                // Disable the bounds visual.
                _spatialMapper.ShowBounds(_bounded);
                _spatialMapper.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize;
                _spatialMapper.ClearFragments();
            }

            UpdateStatusText();
        }