private void OnTriggerStateEvent(Gaze_TriggerStateEventArgs _e)
        {
            // If we are not in proximity we don't need to do anything else
            if (!IsInProximity)
            {
                return;
            }

            // If the collision type is different from stay return
            if (!gazeConditionsScript.proximityMap.proximityStateIndex.Equals((int)ProximityEventsAndStates.OnStay))
            {
                return;
            }

            // If it's not our gaze conditions script return
            if (!((GameObject)_e.Sender) == gazeConditionsScript.gameObject)
            {
                return;
            }


            if (_e.TriggerState == Gaze_TriggerState.ACTIVE)
            {
                // Ask the proximity map to compute is every object is colliding
                gazeConditionsScript.proximityMap.UpdateEveryoneColliding();
                IsValid = gazeConditionsScript.proximityMap.IsEveryoneColliding;
            }
        }
Beispiel #2
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 private void OnTriggerStateEvent(Gaze_TriggerStateEventArgs e)
 {
     if (e.Sender != null)
     {
         // if I'm the gazed object
         if (!((GameObject)e.Sender).Equals(gameObject))
         {
             if (dependent)
             {
                 // check if the sender is one of my dependencies
                 ValidateDependencies((GameObject)e.Sender, (int)e.TriggerState);
             }
         }
     }
 }
Beispiel #3
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        private void onTriggerStateEvent(Gaze_TriggerStateEventArgs e)
        {
            // if sender is the this Behaviour gameObject
            if ((GameObject)e.Sender == gameObject)
            {
                triggerState = e.TriggerState;

                switch (triggerState)
                {
                case Gaze_TriggerState.BEFORE:
                    if (isDelayed)
                    {
                        HandleActionsInTime(() => OnBefore(), TriggerEventsAndStates.OnBefore);
                    }
                    else
                    {
                        OnBefore();
                    }
                    break;

                case Gaze_TriggerState.ACTIVE:
                    if (isDelayed)
                    {
                        HandleActionsInTime(() => OnActive(), TriggerEventsAndStates.OnActive);
                    }
                    else
                    {
                        OnActive();
                    }
                    break;

                case Gaze_TriggerState.AFTER:
                    if (isDelayed)
                    {
                        HandleActionsInTime(() => OnAfter(), TriggerEventsAndStates.OnAfter);
                    }
                    else
                    {
                        OnAfter();
                    }
                    break;
                }
            }
        }
Beispiel #4
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 /// <summary>
 /// Method called when a trigger state events occur.
 /// </summary>
 /// <param name="e">event arguments</param>
 protected abstract void onTriggerStateEvent(Gaze_TriggerStateEventArgs e);