// Intended only to reset values to // allow the pointer to be reused for // a new event, so do not set things // like layerMask or rayDepth. public void Reset(int actID) { actionID = actID; evt = INPUT_EVENT.NO_CHANGE; active = false; devicePos = Vector3.zero; origPos = Vector3.zero; inputDelta = Vector3.zero; ray = default(Ray); prevRay = default(Ray); isTap = true; hitInfo = default(RaycastHit); }
// Copies just those members needed to // be able to re-use the same polled // input for different cameras. public void Reuse(POINTER_INFO ptr) { evt = ptr.evt; actionID = ptr.actionID; active = ptr.active; devicePos = ptr.devicePos; origPos = ptr.origPos; inputDelta = ptr.inputDelta; isTap = ptr.isTap; hitInfo = default(RaycastHit); }
public InputResponse(INPUT_EVENT e, Action a) { inputEvent = new InputEvent(e, null); action = a; }
public void Copy(POINTER_INFO ptr) { type = ptr.type; camera = ptr.camera; id = ptr.id; actionID = ptr.actionID; evt = ptr.evt; active = ptr.active; devicePos = ptr.devicePos; origPos = ptr.origPos; inputDelta = ptr.inputDelta; ray = ptr.ray; prevRay = ptr.prevRay; rayDepth = ptr.rayDepth; isTap = ptr.isTap; targetObj = ptr.targetObj; layerMask = ptr.layerMask; hitInfo = ptr.hitInfo; }
public InputEvent(INPUT_EVENT t, GameObject g) { type = t; target = g; }