/// <summary>
 /// gaze が外れた瞬間に呼ばれる
 /// </summary>
 public void OnFocusExit(PointerSpecificEventData eventData)
 {
     for (int i = 0; i < this.defaultMaterials.Length; i++)
     {
         this.SetColorWithEmissionGamma(this.defaultMaterials[i], 0f);
     }
 }
Beispiel #2
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        /// <summary>
        /// Handle on focus exit events from IPointerSpecificFocusable.
        /// </summary>
        public void OnFocusExit(PointerSpecificEventData eventData)
        {
            if (!isDisabled)
            {
                // If we require gaze, we should always reset the state and send a canceled if currently pressed.
                if (RequireGaze)
                {
                    if (ButtonState == ButtonStateEnum.Pressed)
                    {
                        DoButtonCanceled();
                    }

                    OnStateChange(handVisible ? ButtonStateEnum.Interactive : ButtonStateEnum.Observation);
                }
                // If we don't require gaze, we should only reset if we aren't currently in a pressed state.
                else if (ButtonState != ButtonStateEnum.Pressed)
                {
                    OnStateChange(handVisible ? ButtonStateEnum.Interactive : ButtonStateEnum.Observation);
                }

                focused = false;

                eventData.Use();
            }
        }
 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)  //quand le curseur quitte le bouton
 {
     if (preview.activeSelf)
     {
         preview.SetActive(false);           //si la prévisualisation est affichée, on la masque
     }
 }
 protected override void FocusEnter(GameObject obj, PointerSpecificEventData eventData)  //lorsque l'on place le curseur sur le bouton
 {
     if (!preview.activeSelf)
     {
         preview.SetActive(true);           //si la prévisualisation n'est pas affichée, on l'affiche
     }
 }
Beispiel #5
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        protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
        {
//            Debug.Log(obj.name + " : FocusExit");
            if (obj.GetComponent <DataLoader>().proteinSprite.activeSelf)
            {
                obj.GetComponent <DataLoader>().proteinSprite.SetActive(false);
            }
        }
Beispiel #6
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 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
     //Debug.Log(obj.name + " : FocusExit");
     ShowToolTip(obj, false);
     foreach (IClickHandler clickHandler in GetComponents <IClickHandler>())
     {
         clickHandler.FocusExit(obj);
     }
 }
Beispiel #7
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 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
     Debug.Log(obj.name + " : FocusExit");
     if ((Behaviour)obj.GetComponent("Halo") == true)
     {
         Behaviour halo = (Behaviour)obj.GetComponent("Halo");
         halo.enabled = false;
     }
 }
Beispiel #8
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 public void OnFocusEnter(PointerSpecificEventData eventData)
 {
     if (!CanShow)
     {
         return;
     }
     frontPlate.Active(true);
     infoPanel.Active(true);
     OnEnter.Invoke();
 }
Beispiel #9
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 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
     if (obj == null)
     {
         return;
     }
     Debug.Log(obj.name + " : FocusExit");
     txt.text = obj.name + " : FocusExit";
     obj.GetComponentInChildren <TextMesh>().text = "Test!";
 }
Beispiel #10
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    /// <summary>
    /// FocusManager SendMessage("FocusEnter") receiver.
    /// </summary>
    public void OnFocusEnter(PointerSpecificEventData eventData)
    {
        if (!m_disabled)
        {
            ButtonStateEnum newState = _bHandVisible ? ButtonStateEnum.Targeted : ButtonStateEnum.ObservationTargeted;
            this.OnStateChange(newState);

            _bFocused = true;
        }
    }
        /// <summary>
        /// gaze された瞬間に呼ばれる
        /// </summary>
        public void OnFocusEnter(PointerSpecificEventData eventData)
        {
            for (int i = 0; i < this.defaultMaterials.Length; i++)
            {
                this.SetColorWithEmissionGamma(this.defaultMaterials[i], 0.02f);
            }

            if (this.audioSource != null && !this.audioSource.isPlaying)
            {
                this.audioSource.Play();
            }
        }
Beispiel #12
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        /// <summary>
        /// Handle on focus enter events from IPointerSpecificFocusable.
        /// </summary>
        public void OnFocusEnter(PointerSpecificEventData eventData)
        {
            if (!isDisabled)
            {
                if (ButtonState != ButtonStateEnum.Pressed)
                {
                    OnStateChange(handVisible ? ButtonStateEnum.Targeted : ButtonStateEnum.ObservationTargeted);
                }

                focused = true;

                eventData.Use();
            }
        }
Beispiel #13
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    void IPointerSpecificFocusable.OnFocusExit(PointerSpecificEventData eventData)
    {
        // If visualizing, change the color back
        if (this.VisualizeGaze && material != null)
        {
            material.SetColor("_Color", originalColor);
        }

        // Make sure we're no longer tracking this pointer
        StopTracking(eventData.Pointer);

        // Record the Exit event
        RecordEvent(eventData.Pointer, TriggerType.Exit);
    }
Beispiel #14
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        /// <summary>
        /// Handle the pointer specific changes to fire focus enter and exit events
        /// </summary>
        /// <param name="pointer">The pointer associated with this focus change.</param>
        /// <param name="oldFocusedObject">Object that was previously being focused.</param>
        /// <param name="newFocusedObject">New object being focused.</param>
        private void OnPointerSpecificFocusChanged(IPointingSource pointer, GameObject oldFocusedObject, GameObject newFocusedObject)
        {
            PointerSpecificEventData eventData = new PointerSpecificEventData(EventSystem.current);

            eventData.Initialize(pointer);

            if (newFocusedObject != null && Isinteractable(newFocusedObject))
            {
                FocusEnter(newFocusedObject, eventData);
            }

            if (oldFocusedObject != null && Isinteractable(oldFocusedObject))
            {
                FocusExit(oldFocusedObject, eventData);
            }
        }
Beispiel #15
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    void IPointerSpecificFocusable.OnFocusEnter(PointerSpecificEventData eventData)
    {
        // If visualizing, change the color
        if (this.VisualizeGaze && material != null)
        {
            material.SetColor("_Color", focusedColor);
        }

        // Record the Enter event
        RecordEvent(eventData.Pointer, TriggerType.Enter);

        // If stay tracking is enabled for this type of pointer, start tracking it
        if (IsEnabled(GetEventType(eventData.Pointer, TriggerType.Stay)))
        {
            StartTracking(eventData.Pointer);
        }
    }
        /// <summary>
        /// methods associated with IInputHandler
        /// </summary>
        /// <param Name="eventData"></param>
        public void OnFocusEnter(PointerSpecificEventData eventData)
        {
            focusEnterTime = Time.unscaledTime;
            hasFocus       = true;
            if (toolTip == null || !toolTip.gameObject.activeSelf)
            {
                switch (appearType)
                {
                case AppearType.AppearOnFocusEnter:
                    ShowToolTip();
                    break;

                default:
                    break;
                }
            }
        }
        private void InitializeEventDatas()
        {
            inputEventData           = new InputEventData(EventSystem.current);
            sourceClickedEventData   = new InputClickedEventData(EventSystem.current);
            sourceStateEventData     = new SourceStateEventData(EventSystem.current);
            manipulationEventData    = new ManipulationEventData(EventSystem.current);
            navigationEventData      = new NavigationEventData(EventSystem.current);
            holdEventData            = new HoldEventData(EventSystem.current);
            pointerSpecificEventData = new PointerSpecificEventData(EventSystem.current);
            inputPositionEventData   = new InputPositionEventData(EventSystem.current);
            selectPressedEventData   = new SelectPressedEventData(EventSystem.current);
            sourceRotationEventData  = new SourceRotationEventData(EventSystem.current);
            sourcePositionEventData  = new SourcePositionEventData(EventSystem.current);
            xboxControllerEventData  = new XboxControllerEventData(EventSystem.current);
#if UNITY_WSA || UNITY_STANDALONE_WIN
            speechEventData    = new SpeechEventData(EventSystem.current);
            dictationEventData = new DictationEventData(EventSystem.current);
#endif
        }
Beispiel #18
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    /// <summary>
    /// FocusManager SendMessage("FocusExit") receiver.
    /// </summary>
    public void OnFocusExit(PointerSpecificEventData eventData)
    {
        if (!m_disabled) // && FocusManager.Instance.IsFocused(this))
        {
            if (ButtonState == ButtonStateEnum.Pressed)
            {
                DoButtonCanceled();
            }

            ButtonStateEnum newState = _bHandVisible ? ButtonStateEnum.Interactive : ButtonStateEnum.Observation;

            if (RequireGaze || ButtonState != ButtonStateEnum.Pressed)
            {
                this.OnStateChange(newState);
            }

            _bFocused = false;
        }
    }
    protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
    {
        base.FocusExit(obj, eventData);

        switch (obj.name)
        {
        case "Model_Timeline":
            goTimelinePointer.SetActive(true);     // Turn the Timeline pointer on
            break;

        case "ButtonMeshMazikThings":
            goMazikThingsParticles.SetActive(false);
            break;

        case "ButtonMeshMazikCare":
            goMazikCareParticles.SetActive(true);
            break;

        default:
            break;
        }
    }
Beispiel #20
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 public void OnFocusExit(PointerSpecificEventData eventData)
 {
     frontPlate.Active(false);
     infoPanel.Active(false);
     OnExit.Invoke();
 }
 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
     Debug.Log(obj.name + " : FocusExit");
     txt.text = obj.name + " : FocusExit";
 }
 protected override void FocusEnter(GameObject obj, PointerSpecificEventData eventData)
 {
     //Debug.Log(obj.name + " : FocusEnter");
 }
Beispiel #23
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 public void OnFocusExit(PointerSpecificEventData eventData)
 {
     //change the material back to its original color
     cachedMaterial.SetColor("_Color", originalColor);
 }
 protected override void FocusEnter(GameObject obj, PointerSpecificEventData eventData)
 {
     txt.text = obj.name;
 }
Beispiel #25
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 protected virtual void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
 }
 public void OnFocusExit(PointerSpecificEventData eventData)
 {
     focusExitTime = Time.unscaledTime;
     hasFocus      = false;
 }
Beispiel #27
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 public void OnFocusExit(PointerSpecificEventData eventData)
 {
     cachedMaterial.SetColor("_Color", originalColor);
 }
Beispiel #28
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 protected override void FocusEnter(GameObject obj, PointerSpecificEventData eventData)
 {
     Debug.Log("FocusEnter:" + obj.name);
 }
 protected override void FocusExit(GameObject obj, PointerSpecificEventData eventData)
 {
     txt.text = " ";
 }
Beispiel #30
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 public void OnFocusEnter(PointerSpecificEventData eventData)
 {
     cachedMaterial.SetColor("_Color", FocusedColor);
 }