Example #1
0
        protected override void OnManipulationUpdated(GameObject obj, InteractionManager.InteractionEventArgs eventArgs)
        {
            base.OnManipulationUpdated(obj, eventArgs);

            if (!acceptInput)
            {
                return;
            }

            if (target == null)
            {
                return;
            }

            if (!manipulatingNow)
            {
                return;
            }


            Vector3 eventPos = eventArgs.Position;

            // Transform the direction if necessary
            if (eventArgs.IsPosRelative)
            {
                eventPos = Veil.Instance.HeadTransform.TransformDirection(eventPos);
            }
            // See how much our position has changed
            navigateVelocity = lastNavigatePos - eventPos;
            lastNavigatePos  = eventPos;
            smoothVelocity   = Vector3.Lerp(smoothVelocity, navigateVelocity, 0.5f);
        }
Example #2
0
 protected override void OnManipulationCompleted(GameObject obj, InteractionManager.InteractionEventArgs eventArgs)
 {
     ManipulatingNow = false;
     base.OnManipulationCompleted(obj, eventArgs);
 }
Example #3
0
 /// <summary>
 /// Chooses our manipulation handle so we know how to interpret future input events
 /// </summary>
 /// <param name="obj"></param>
 /// <param name="eventArgs"></param>
 protected override void OnManipulationStarted(GameObject obj, InteractionManager.InteractionEventArgs eventArgs)
 {
     base.OnManipulationStarted(obj, eventArgs);
     TryToSetHandle(obj, eventArgs.Position, eventArgs.Focuser);
 }