Inheritance: UnityEngine.MonoBehaviour
        private void Awake()
        {
            Instance = this;
            VRIInteractables.Initialize();

            ColliderToHandMapping = new Dictionary <Collider, VRIHand>();
        }
Example #2
0
        private void OnTriggerExit(Collider collider)
        {
            VRIInteractable interactable = VRIInteractables.GetInteractable(collider);

            if (interactable == null)
            {
                return;
            }

            if (CurrentlyHoveringOver.ContainsKey(interactable) == true)
            {
                if (CurrentlyHoveringOver[interactable].ContainsKey(collider) == true)
                {
                    CurrentlyHoveringOver[interactable].Remove(collider);
                }
            }
        }
Example #3
0
        private void OnTriggerStay(Collider collider)
        {
            VRIInteractable interactable = VRIInteractables.GetInteractable(collider);

            if (interactable == null)
            {
                return;
            }

            if (CurrentlyHoveringOver.ContainsKey(interactable) == false)
            {
                CurrentlyHoveringOver[interactable] = new Dictionary <Collider, float>();
            }

            if (CurrentlyHoveringOver[interactable].ContainsKey(collider) == false)
            {
                CurrentlyHoveringOver[interactable][collider] = Time.time;
            }
        }
 protected virtual void Start()
 {
     VRIInteractables.Register(this, Colliders);
 }