Example #1
0
        // is the proximity zone enabled
        //		protected bool proximityEnabled;

        public virtual void OnEnable()
        {
            gazable = GetComponent <Gaze_Conditions>();
            Gaze_EventManager.OnTriggerStateEvent += onTriggerStateEvent;
            Gaze_EventManager.OnTriggerEvent      += onTriggerEvent;
            Gaze_EventManager.OnProximityEvent    += onProximityEvent;
        }
        public override void SetupUsingApi(GameObject _interaction)
        {
            // Get the data and cast it

            bool   touchIO      = (bool)creationData[1];
            string touchObjGUID = string.Empty;

            if (touchIO)
            {
                touchObjGUID = creationData[0].ToString();
            }

            // Get the conditions obj
            Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>();

            // Enable touch for the conditions
            conditions.arkitTouchEnabled = true;

            Gaze_InteractiveObject io = null;

            if (touchIO)
            {
                io = SpatialStoriesAPI.GetInteractiveObjectWithGUID(touchObjGUID);
            }

            // this condition has the touch options on the gaze conditions script some we need to set it there too
            conditions.arkitTouchOption = touchIO
                ? Gaze_Conditions.ARKIT_TOUCH_OPTIONS.Object
                : Gaze_Conditions.ARKIT_TOUCH_OPTIONS.Anywhere;

            // Setup the touch condition
            Setup(conditions, io, touchIO);
        }
        public void AddInteraction()
        {
            GameObject interactionsRoot = GetComponentInChildren <Gaze_Interaction>().transform.parent.gameObject;

            GameObject interactionHide = new GameObject("HideOnDrop");

            interactionHide.transform.parent = interactionsRoot.transform;
            Gaze_Interaction i1 = interactionHide.AddComponent <Gaze_Interaction>();

            i1.AddActions();
            i1.AddConditions();
            Gaze_Conditions c1 = i1.GetComponent <Gaze_Conditions>();

            c1.reload          = true;
            c1.reloadModeIndex = (int)Gaze_ReloadMode.INFINITE;
            Gaze_Actions a1 = i1.GetComponent <Gaze_Actions>();

            a1.ActionVisuals = Gaze_Actions.ACTIVABLE_OPTION.DEACTIVATE;

            GameObject interactionShow = new GameObject("ShowOnRemove");

            interactionShow.transform.parent = interactionsRoot.transform;
            Gaze_Interaction i2 = interactionShow.AddComponent <Gaze_Interaction>();

            i2.AddActions();
            i2.AddConditions();
            Gaze_Conditions c2 = i2.GetComponent <Gaze_Conditions>();

            c2.reload          = true;
            c2.reloadModeIndex = (int)Gaze_ReloadMode.INFINITE;
            Gaze_Actions a2 = i2.GetComponent <Gaze_Actions>();

            a2.ActionVisuals = Gaze_Actions.ACTIVABLE_OPTION.ACTIVATE;
        }
Example #4
0
        public Gaze_Dependency Add(Gaze_Conditions conditions)
        {
            Gaze_Dependency d = new Gaze_Dependency(conditions);

            dependencies.Add(d);
            return(d);
        }
Example #5
0
        public Gaze_ProximityEntry AddProximityEntry(Gaze_Conditions _conditions)
        {
            Gaze_ProximityEntry d = new Gaze_ProximityEntry();

            proximityEntryList.Add(d);
            return(d);
        }
        public override void SetupUsingApi(GameObject _interaction)
        {
            // Get the data and cast it
            string objectToGazeGUID = creationData[0].ToString();
            bool   gazeIn           = (bool)creationData[1];
            Gaze_GazeConstraints gazeConstraints = (Gaze_GazeConstraints)creationData[2];

            // Get the conditions obj
            Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>();

            // Set al the necessary parameters
            conditions.gazeEnabled          = true;
            conditions.gazeIn               = gazeIn;
            constraints                     = gazeConstraints;
            conditions.gazeConstraintsIndex = (int)gazeConstraints;
            conditions.gazeStateIndex       = gazeIn ? (int)Gaze_HoverStates.IN : (int)Gaze_HoverStates.OUT;


            if (gazeConstraints == Gaze_GazeConstraints.OBJECT)
            {
                Gaze_InteractiveObject io = SpatialStoriesAPI.GetInteractiveObjectWithGUID(objectToGazeGUID);
                conditions.gazeColliderIO = io;
                // Setup the gaze collider
                Setup(io.GetComponentInChildren <Gaze_Gaze>().GetComponent <Collider>());
            }
            else
            {
                // Setup the gaze collider
                conditions.gazeColliderIO = conditions.RootIO;
                Setup(conditions.RootIO.GetComponentInChildren <Gaze_Gaze>().GetComponent <Collider>());
            }
        }
Example #7
0
        public Gaze_ProximityEntryGroup AddProximityEntryGroup(Gaze_Conditions _conditions)
        {
            Gaze_ProximityEntryGroup d = new Gaze_ProximityEntryGroup();

            proximityEntryGroupList.Add(d);
            return(d);
        }
 public DependencyNode(Gaze_Conditions _condition, Rect _nodeRect, List <DependencyNode> _dependencyNodes)
 {
     condition       = _condition;
     nodeRectangle   = _nodeRect;
     dependencyNodes = _dependencyNodes;
     lineColor       = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f));
     id = assignedIds++;
 }
        public Gaze_AbstractCondition(Gaze_Conditions _gazeConditionsScript)
        {
            if (_gazeConditionsScript == null)
            {
                Debug.LogError("The conditions script can't be null!");
            }

            IsValid = false;
            gazeConditionsScript = _gazeConditionsScript;
            gazeConditionsScript.allConditions.Add(this);
            Enable();
        }
        public void Setup(Gaze_Conditions _gazeConditionsScript, Gaze_InteractiveObject _IO, bool _touchIO)
        {
            gazeConditionsScript = _gazeConditionsScript;
            touchIO = _touchIO;
            IO      = _IO;

            if (touchIO)
            {
                Gaze_InputManager.OnObjectTouchedDown += GazeInputManagerOnOnObjectTouchedDown;
                Gaze_InputManager.OnObjectTouchUp     += GazeInputManagerOnOnObjectTouchUp;
            }
            else
            {
                Gaze_InputManager.OnScreenTouched += OnScreenTouched;
            }
        }
Example #11
0
        private void InitMembers()
        {
            targetConditions = (Gaze_Conditions)target;

            focusLossModes             = Enum.GetNames(typeof(Gaze_FocusLossMode));
            hierarchyIOsScripts        = new List <Gaze_InteractiveObject>();
            hierarchyIOsNames          = new List <string>();
            hierarchyIOs               = new List <GameObject>();
            hierarchyInteractions      = new List <GameObject>();
            hierarchyInteractionsNames = new List <string>();
            hierarchyGazeColliders     = new List <Collider>();
            hierarchyProximities       = new List <Gaze_InteractiveObject>();
            reloadModes                    = Enum.GetNames(typeof(Gaze_ReloadMode));
            autoTriggerModes               = Enum.GetNames(typeof(Gaze_AutoTriggerMode));
            hierarchyCustomConditions      = new List <Gaze_AbstractConditions>();
            hierarchyCustomConditionsNames = new List <string>();
        }
Example #12
0
        public override void SetupUsingApi(GameObject _interaction)
        {
            // Get the dependency object
            string     dependencyGUID = creationData[0].ToString();
            GameObject dependency     = SpatialStoriesAPI.GetObjectOfTypeWithGUID(dependencyGUID);

            // Get the conditions of this depdenency
            Gaze_Conditions condition = _interaction.GetComponent <Gaze_Conditions>();

            // Set this condition as dependent
            condition.dependent = true;

            // Add a new depdenency on the dependency map
            gazeConditionsScript = condition;
            dependentGameObject  = dependency;
            triggerStateIndex    = (int)DependencyTriggerEventsAndStates.Triggered;
            onTrigger            = true;
            condition.ActivateOnDependencyMap.dependencies.Add(this);
        }
        public override void SetupUsingApi(GameObject _interaction)
        {
            Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>();

            conditions.proximityEnabled = true;

            // setup OnEnter / OnExit
            conditions.proximityMap.proximityStateIndex = (int)creationData[0];

            Gaze_ProximityEntry d = conditions.proximityMap.AddProximityEntry(conditions);

            d.dependentGameObject = SpatialStories.SpatialStoriesAPI.GetInteractiveObjectWithGUID(creationData[2].ToString());
            Gaze_ProximityEntry d2 = conditions.proximityMap.AddProximityEntry(conditions);

            d2.dependentGameObject = SpatialStories.SpatialStoriesAPI.GetInteractiveObjectWithGUID(creationData[3].ToString());

            // Require All
            conditions.requireAllProximities = (bool)creationData[1];
        }
 public Gaze_ARKitScreenTouchCondition(Gaze_Conditions _gazeConditionsScript, Gaze_InteractiveObject _IO,
                                       bool _touchIO) : base(_gazeConditionsScript)
 {
     Setup(_gazeConditionsScript, _IO, _touchIO);
 }
Example #15
0
 public Gaze_Dependency(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript)
 {
 }
 public Gaze_ProximityCondition(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript)
 {
 }
 public Gaze_GazeCondition(Gaze_Conditions _gazeConditionsScript, Collider _gazeCollider, Gaze_GazeConstraints _constraints) : base(_gazeConditionsScript)
 {
     constraints = _constraints;
     Setup(_gazeCollider);
 }
Example #18
0
 public void OnDisable(Gaze_Conditions conditions)
 {
     conditions.OnReload -= Reset;
 }
Example #19
0
 public void OnEnable(Gaze_Conditions conditions)
 {
     conditions.OnReload += Reset;
 }
 private void Awake()
 {
     conditionsScript = ((Gaze_Interaction)target).GetComponent <Gaze_Conditions>();
 }
 private void Start()
 {
     conditions = GetComponent <Gaze_Conditions>();
 }
 public Gaze_CreatPlaneCondition(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript)
 {
 }
Example #23
0
 public virtual void Awake()
 {
     gazable = GetComponent <Gaze_Conditions>();
 }