Example #1
0
        private const string k_SliderMaterialPropertyName = "_SliderValue"; // The name of the property on the SlidingUV shader that needs to be changed in order for it to fill.


        private void OnEnable()
        {
            m_VRInput = GameObject.FindGameObjectWithTag("Player").GetComponentInChildren <VRInput>();

            m_VRInput.OnDown += HandleDown;
            m_VRInput.OnUp   += HandleUp;

            m_InteractiveItem.OnOver += HandleOverAndDown;
            m_InteractiveItem.OnOut  += HandleOutAndUp;
        }
Example #2
0
        private const string k_SliderMaterialPropertyName = "_SliderValue"; // The name of the property on the SlidingUV shader that needs to be changed in order for it to fill.


        private void OnEnable()
        {
            //sets the VRInput to the camera tagged main camera in the scene
            m_VRInput = Camera.main.GetComponent <VRInput>();

            m_VRInput.OnDown += HandleDown;
            m_VRInput.OnUp   += HandleUp;

            m_InteractiveItem.OnOver += HandleOver;
            m_InteractiveItem.OnOut  += HandleOut;
        }
Example #3
0
 //Handle the swipe events by applying AddTorque to the Ridigbody
 private void HandleSwipe(VRInput.SwipeDirection swipeDirection)
 {
     switch (swipeDirection)
     {
         case VRInput.SwipeDirection.NONE:
             break;
         case VRInput.SwipeDirection.UP:
             m_Rigidbody.AddTorque(Vector3.right * m_Torque);
             break;
         case VRInput.SwipeDirection.DOWN:
             m_Rigidbody.AddTorque(-Vector3.right * m_Torque);
             break;
         case VRInput.SwipeDirection.LEFT:
             m_Rigidbody.AddTorque(Vector3.up * m_Torque);
             break;
         case VRInput.SwipeDirection.RIGHT:
             m_Rigidbody.AddTorque(-Vector3.up * m_Torque);
             break;
     }
 }
Example #4
0
        private void HandleSwipe(VRInput.SwipeDirection swipeDirection)
        {
            // If the game isn't playing or the camera is fading, return and don't handle the swipe.
            if (!m_MazeGameController.Playing)
                return;

            if (m_CameraFade.IsFading)
                return;

            // Otherwise start rotating the camera with either a positive or negative increment.
            switch (swipeDirection)
            {
                case VRInput.SwipeDirection.LEFT:
                    StartCoroutine(RotateCamera(m_RotationIncrement));
                    break;

                case VRInput.SwipeDirection.RIGHT:
                    StartCoroutine(RotateCamera(-m_RotationIncrement));
                    break;
            }
        }
 public void setVRInput(VRInput input)
 {
     m_VRInput         = input;
     m_VRInput.OnDown += HandleDown;
     m_VRInput.OnUp   += HandleUp;
 }
Example #6
0
 private void HandleSwipe (VRInput.SwipeDirection swipe)
 {
     // Store the swipe this frame.
     m_CurrentSwipe = swipe;
 }
Example #7
0
 private void Awake()
 {
     m_instance = this;
 }