Exemple #1
0
 public void OnInputClicked(InputClickedEventData eventData)
 {
     Debug.LogFormat("OnInputClicked\r\nSource: {0}  SourceId: {1}  InteractionPressKind: {2}  TapCount: {3}", eventData.InputSource, eventData.SourceId, eventData.PressType, eventData.TapCount);
     eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
     CLicked.SetActive(false);
     //ToOpen.SetActive (true);
 }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            if (!EnableActivation)
            {
                return;
            }

            Selected = !Selected;

            if (Activated != null)
            {
                Activated(this);
            }
            if (sceneToLoad == "Tutorial")
            {
                SceneMenu.SetActive(false);
                SceneTutorial.SetActive(true);
            }
            if (sceneToLoad == "Game")
            {
                SceneMenu.SetActive(false);
                SpaceBackground.SetActive(false);
                SceneGame.SetActive(true);
            }


            eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
        }
Exemple #3
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    public void OnInputClicked(InputClickedEventData eventData)
    {
        Debug.Log("InputClicked");
        selected = !selected;

        eventData.Use();
    }
Exemple #4
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 public void OnInputClicked(InputClickedEventData eventData)
 {
     //隐藏路线
     ChessManager.GetInstant().HidenRoad();
     ChessManager.GetInstant().ReleaseQizi();
     eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
 }
Exemple #5
0
        /// <summary>
        /// Called when a click event is detected
        /// </summary>
        /// <param name="eventData">Information about the click.</param>
        public void OnInputClicked(InputClickedEventData eventData)
        {
            if (networkDiscovery.running)
            {
                // Only let HoloLens host
                // We are also allowing the editor to host for testing purposes, but shared anchors
                // will currently not work in this mode.

                if (
#if UNITY_WSA && UNITY_2017_2_OR_NEWER
                    !UnityEngine.XR.WSA.HolographicSettings.IsDisplayOpaque ||
#endif
                    Application.isEditor)
                {
                    if (Application.isEditor)
                    {
                        Debug.Log("Unity editor can host, but World Anchors will not be shared");
                    }

                    networkDiscovery.StartHosting("DefaultName");
                    eventData.Use();
                }

                // enable menu
                MyUIManager.Instance.EnableMainMenu(true);
            }
        }
 public virtual void OnInputClicked(InputClickedEventData eventData)
 {
     // On each tap gesture, toggle whether the user is in placing mode.
     IsBeingPlaced = !IsBeingPlaced;
     HandlePlacement();
     eventData.Use();
 }
    public void OnInputClicked(InputClickedEventData eventData)
    {
        //GameObject.Find("nutrition_facts").GetComponent<SpriteRenderer>().color = Color.white;
        tomato.transform.localScale += 0.5f * tomato.transform.localScale;

        eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
    }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            GameObject currentObject = eventData.selectedObject;

            if (currentObject.name == "9v")
            {
                AnimationObject.SetActive(false);
                previousTutorial.GetComponent <Animator>().enabled    = false;
                previousTutorial.GetComponent <AudioSource>().enabled = false;
                eventData.Use();
                audioSource = GetComponent <AudioSource>();

                audioSource.clip = positiveWire;
                audioSource.Play();
                changeText.text = "Connect the wires to the holes again.";
                NineVolt.SetActive(true);
                OnePointFiveVolt.SetActive(false);
                LEDOn.SetActive(false);
                LEDOff.SetActive(true);
                oldNegative.SetActive(false);
                oldPositive.SetActive(false);


                nextTutorial.GetComponent <SecondPowerWireTutorial>().enabled = true;
                previousTutorial.GetComponent <PowerWireTutorial>().enabled   = false;

                TaskCompleted = true;
                this.enabled  = false;
                TutorialManager.Instance.CompletedTutorial();
            }
        }
Exemple #9
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        public void OnInputClicked(InputClickedEventData eventData)
        {
            if (isOpaque == false && MyUIManager.Instance.CurrentModelEditMode == MyUIManager.ModelEditType.Move)
            {
                Moving = !Moving;
                if (Moving)
                {
                    inputManager.AddGlobalListener(gameObject);
                    if (SpatialMappingManager.Instance != null)
                    {
                        SpatialMappingManager.Instance.DrawVisualMeshes = true;
                    }
                }
                else
                {
                    inputManager.RemoveGlobalListener(gameObject);
                    if (SpatialMappingManager.Instance != null)
                    {
                        SpatialMappingManager.Instance.DrawVisualMeshes = false;
                    }
                    UpdateTransformNetwork();
                }

                eventData.Use();
            }
        }
Exemple #10
0
 /// <summary>
 /// On Airtab start or stop placing.
 /// </summary>
 public void OnInputClicked(InputClickedEventData eventData)
 {
     if (!eventData.used)
     {
         if (!IsPlacing && isPlacementButtonFocused)
         {
             eventData.Use();
             OnPlacementStart();
         }
         else if (IsPlacing)
         {
             eventData.Use();
             OnPlacementStop();
         }
     }
 }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            GameObject currentObject = eventData.selectedObject;


            //if (TutorialManager.FindCurrentTutorial() == 3)



            if (currentObject.name == "resistor1")
            {
                previousTutorial.GetComponent <AudioSource>().enabled = false;
                audioSource      = GetComponent <AudioSource>();
                audioSource.clip = resistorPlace;
                audioSource.Play();
                changeText.text = "Select the holes to place the resistor.";
                new WaitForSeconds(audioSource.clip.length);
                eventData.Use();
                nextTutorial.GetComponent <ResistPlace>().enabled  = true;
                previousTutorial.GetComponent <LEDPlace>().enabled = false;
                TaskCompleted = true;
                this.enabled  = false;
                TutorialManager.Instance.CompletedTutorial();
            }
        }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            eventData.Use(); // イベントが使われたことを記録して、他の処理に受け取られるのを防ぐ

            if (shouldExistPrefab)
            {
                var prefabs = GameObject.FindGameObjectsWithTag(PrefabTag);
                foreach (var prefab in prefabs)
                {
                    var syncModelAccessor = prefab.GetComponent <DefaultSyncModelAccessor>();
                    if (syncModelAccessor != null)
                    {
                        var syncSpawnObject = (SyncSpawnedObject)syncModelAccessor.SyncModel;
                        // 磁石のOnDestroyを走らせる
                        UnityEngine.Object.DestroyImmediate(prefab);
                        this.spawnManager.Delete(syncSpawnObject);
                    }
                }

                shouldExistPrefab = false;
            }
            else
            {
                Vector3    position      = new Vector3(0, 0, 0f);
                Quaternion rotation      = Quaternion.identity;
                var        spawnedObject = new SyncSpawnedGlobalParams(); // 注意
                this.spawnManager.Spawn(
                    spawnedObject, position, rotation, spawnParentTransform.gameObject, PrefabTag, false);

                shouldExistPrefab = true;
            }
        }
Exemple #13
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        public void OnInputClicked(InputClickedEventData eventData)
        {
            // Increase the scale of the object just as a response.
            gameObject.transform.localScale += 0.05f * gameObject.transform.localScale;

            eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
        }
Exemple #14
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        public void OnInputClicked(InputClickedEventData eventData)
        {
            if (!EnableActivation)
            {
                return;
            }

            Selected = !Selected;
            if (Selected)
            {
                CustomNetworkManager.singleton.StartClient();
                buttonText.text = "Disconnect from server";
            }
            else
            {
                CustomNetworkManager.singleton.StopClient();
                buttonText.text = "Connect to Server";
            }

            if (Activated != null)
            {
                Activated(this);
            }

            eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
        }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            // Increase the scale of the object just as a response.
            atomModel.SetActive(true);

            eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
        }
    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (eventData.used)
        {
            return;
        }
        eventData.Use();

        // This debug statement helps to identify the scale in Unity of the augmented
        // columns and panels which we will need to accurate place the augmentations.

        // Debug.Log("Panel Object lossyScale: x: " + transform.lossyScale.x
        //  + " y: " + transform.lossyScale.y
        //  + " z: " + transform.lossyScale.z);

        // CustomAudioManager.Instance.PlayInputClicked();

        WorldAnchorManager anchorManager = WorldAnchorManager.Instance;

        if (anchorManager == null)
        {
            Debug.Log("Anchor manager not found, please attach it to scene!");
            return;
        }

        GameObject anchoredClone = null;

        anchoredClone = GameObject.Instantiate(PrefabsManager.Instance.fixedPanel
                                               , gameObject.transform.position
                                               , gameObject.transform.rotation);
        anchoredClone.transform.localScale = gameObject.transform.lossyScale;

        anchorManager.AttachAnchor(anchoredClone, gameObject.transform.parent.name);
        anchoredClone.GetComponent <FixedPanel>().RegisterImageTarget(gameObject.transform.parent.gameObject);
    }
        public void OnInputClicked(InputClickedEventData eventData)
        {
            if (isOpaque == false)
            {
                Moving = !Moving;
                if (Moving)
                {
                    inputManager.AddGlobalListener(gameObject);
                    if (SpatialMappingManager.Instance != null)
                    {
                        SpatialMappingManager.Instance.DrawVisualMeshes = true;
                    }
                }
                else
                {
                    inputManager.RemoveGlobalListener(gameObject);
                    if (SpatialMappingManager.Instance != null)
                    {
                        SpatialMappingManager.Instance.DrawVisualMeshes = false;
                    }
                    // Depending on if you are host or client, either setting the SyncVar (host)
                    // or calling the Cmd (client) will update the other users in the session.
                    // So we have to do both.
                    localPosition = transform.localPosition;
                    localRotation = transform.localRotation;
                    if (PlayerController.Instance != null)
                    {
                        PlayerController.Instance.SendSharedTransform(gameObject, localPosition, localRotation);
                    }
                }

                eventData.Use();
            }
        }
Exemple #18
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    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (eventData.used)
        {
            return;
        }
        eventData.Use();

        // Disables (and later re-enable) button in order to prevent simultaneous requests.
        gameObject.GetComponent <CompoundButton>().MainCollider.enabled = false;

        switch (TargetsManager.Instance.calibrationMode)
        {
        case TargetsManager.CalibrationMode.COLUMN:

            TargetsManager.Instance.RegisterColumnImageTargets(
                AnchorsManager.Instance
                .LoadAllColumnAnchorsFromStore(PrefabsManager.Instance.fixedColumn)
                );

            break;

        case TargetsManager.CalibrationMode.PANEL:

            TargetsManager.Instance.RegisterPanelImageTargets(
                AnchorsManager.Instance
                .LoadAllPanelAnchorsFromStore(PrefabsManager.Instance.fixedPanel)
                );

            break;
        }

        gameObject.GetComponent <CompoundButton>().MainCollider.enabled = true;
    }
Exemple #19
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        /// <summary>
        /// When the button is clicked try to join the selected session
        /// </summary>
        /// <param name="eventData"></param>
        public void OnInputClicked(InputClickedEventData eventData)
        {
            ScrollingSessionListUIController.Instance.JoinSelectedSession();
            eventData.Use();

            // enable menu
            MyUIManager.Instance.EnableMainMenu(true);
        }
Exemple #20
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 public void OnInputClicked(InputClickedEventData eventData)
 {
     if (HolographicSettings.IsDisplayOpaque)
     {
         StartFlying();
     }
     eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
 }
 public void OnInputClicked(InputClickedEventData eventData)
 {
     if (!eventData.used && isFocused && !placable.IsPlacing)
     {
         eventData.Use();
         modelLoader.Get3DModel();
     }
 }
Exemple #22
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    public void OnInputClicked(InputClickedEventData eventData)
    {
        eventData.Use();

        onClickEvent.Invoke();

        return;
    }
    private void OnClicked(InputClickedEventData eventData)
    {
        animator.SetTrigger(animatorNextTrigger);

        eventData.Use();

        Logger.Info("new animation");
        Debug.Log("Hello Animation");
    }
Exemple #24
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        // Update is called once per frame
        public void OnInputClicked(InputClickedEventData eventData)
        {
            GetComponent <AudioSource>().Play();
            string c = "champi";

            PlayerPrefs.SetInt(c, 1);
            gameObject.SetActive(false);
            eventData.Use();
        }
Exemple #25
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 public void OnInputClicked(InputClickedEventData eventData)
 {
     if (HolographicSettings.IsDisplayOpaque)
     {
         MyRobotMgr.instance.dialogMgr.activo = true;
         MyRobotMgr.instance.dialogMgr.DictationProcess("Hola machote");
     }
     eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
 }
Exemple #26
0
    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (OnInputClickedEvent != null)
        {
            OnInputClickedEvent.Invoke(eventData);
        }

        eventData.Use();
    }
Exemple #27
0
    public void OnInputClicked(InputClickedEventData eventData)
    {
        //SelectedObject = eventData.selectedObject.transform.parent.gameObject;
        SelectedObject = eventData.selectedObject.gameObject;
        Debug.Log(SelectedObject);


        AddToComparison();
        eventData.Use();
    }
    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (m_Animator != null)
        {
            bool _state = m_Animator.GetBool("character_nearby");
            m_Animator.SetBool("character_nearby", !_state);
        }

        eventData.Use(); // Mark the event as used, so it doesn't fall through to other handlers.
    }
    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (eventData.used)
        {
            return;
        }
        eventData.Use();

        StartCoroutine(Wallet.Instance.MinimiseWallet());
    }
    public void OnInputClicked(InputClickedEventData eventData)
    {
        if (eventData.used)
        {
            return;
        }
        eventData.Use();

        StartCoroutine(LoadCalibrationSceneAsync());
    }