/// <summary> /// Initialize helper classes and state accessors on Awake /// </summary> void Awake() { _runInBackground = Application.runInBackground; #if UNITY_EDITOR _viewportBoundsProvider = CreateEditorScreenHelper(); #else _viewportBoundsProvider = new UnityPlayerViewportBoundsProvider(); #endif _screenBoundsStateAccessor = new EyeXEngineStateAccessor <Tobii.EyeX.Client.Rect>(StatePaths.ScreenBounds); _displaySizeStateAccessor = new EyeXEngineStateAccessor <Size2>(StatePaths.DisplaySize); _eyeTrackingDeviceStatusStateAccessor = new EyeXEngineStateAccessor <EyeTrackingDeviceStatus>(StatePaths.EyeTrackingState); _userPresenceStateAccessor = new EyeXEngineStateAccessor <UserPresence>(StatePaths.UserPresence); }
/// <summary> /// Initialize helper classes and state accessors on Awake /// </summary> void Awake() { _runInBackground = Application.runInBackground; #if UNITY_EDITOR _gameViewBoundsProvider = CreateEditorScreenHelper(); #else _gameViewBoundsProvider = new UnityPlayerGameViewBoundsProvider(); #endif _screenBoundsStateAccessor = new EyeXEngineStateAccessor <Tobii.EyeX.Client.Rect>(StatePaths.EyeTrackingScreenBounds); _displaySizeStateAccessor = new EyeXEngineStateAccessor <Size2>(StatePaths.EyeTrackingDisplaySize); _eyeTrackingDeviceStatusStateAccessor = new EyeXEngineStateAccessor <EyeTrackingDeviceStatus>(StatePaths.EyeTrackingState); _userPresenceStateAccessor = new EyeXEngineStateAccessor <UserPresence>(StatePaths.UserPresence); _userProfileNameStateAccessor = new EyeXEngineStateAccessor <string>(StatePaths.ProfileName); _userProfileNamesStateAccessor = new EyeXEngineEnumerableStateAccessor <string>(StatePaths.EyeTrackingProfiles); _gazeTracking = new EyeXEngineStateAccessor <GazeTracking>(StatePaths.GazeTracking); }