Example #1
0
	// 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);
	}
Example #2
0
	// 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);
	}
Example #3
0
 public InputResponse(INPUT_EVENT e, Action a)
 {
     inputEvent = new InputEvent(e, null);
     action     = a;
 }
Example #4
0
	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;
	}
Example #5
0
 public InputEvent(INPUT_EVENT t, GameObject g)
 {
     type   = t;
     target = g;
 }