Exemple #1
0
        protected virtual void Update()
        {
            // Make sure the camera exists
            cachedCamera = LeanHelper.GetCamera(Camera, gameObject);

            if (cachedCamera != null)
            {
                // Get the fingers we want to use
                var fingers = Use.GetFingers();

                if (fingers.Count > 0)
                {
                    // If it's the first frame the fingers are down, grab the current screen point of this GameObject
                    if (targetSet == false)
                    {
                        targetSet         = true;
                        targetScreenPoint = cachedCamera.WorldToScreenPoint(transform.position);
                    }

                    // Shift target point based on finger deltas
                    // NOTE: targetScreenPoint.z already stores the depth
                    targetScreenPoint += (Vector3)LeanGesture.GetScreenDelta(fingers);
                }
                // Unset if no fingers are down
                else
                {
                    targetSet = false;
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
        protected virtual void Translate(float twistDegrees, Vector2 twistScreenCenter)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                // Screen position of the transform
                var screenPoint = camera.WorldToScreenPoint(transform.position);

                // Twist screen point around the twistScreenCenter by twistDegrees
                var twistRotation = Quaternion.Euler(0.0f, 0.0f, twistDegrees);
                var screenDelta   = twistRotation * ((Vector2)screenPoint - twistScreenCenter);

                screenPoint.x = twistScreenCenter.x + screenDelta.x;
                screenPoint.y = twistScreenCenter.y + screenDelta.y;

                // Convert back to world space
                transform.position = camera.ScreenToWorldPoint(screenPoint);
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
Exemple #3
0
        protected virtual void Update()
        {
            // Is this selected and has a selecting finger?
            if (Selectable != null && Selectable.IsSelected == true)
            {
                var finger = Selectable.SelectingFinger;

                if (finger != null)
                {
                    // Camera exists?
                    var camera = LeanHelper.GetCamera(null);

                    if (camera != null)
                    {
                        // Find the screen point of the finger using the depth of this block
                        var screenPoint = new Vector3(finger.ScreenPosition.x, finger.ScreenPosition.y, camera.WorldToScreenPoint(transform.position).z);

                        // Find the world space point under the finger
                        var worldPoint = camera.ScreenToWorldPoint(screenPoint);

                        // Find the block coordinate at this point
                        var dragX = Mathf.RoundToInt(worldPoint.x / BlockSize);
                        var dragY = Mathf.RoundToInt(worldPoint.y / BlockSize);

                        // Is this block right next to this one?
                        var distX = Mathf.Abs(X - dragX);
                        var distY = Mathf.Abs(Y - dragY);

                        if (distX + distY == 1)
                        {
                            // Swap blocks if one exists at this coordinate
                            var block = FindBlock(dragX, dragY);

                            if (block != null)
                            {
                                Swap(this, block);

                                if (DeselectOnSwap == true)
                                {
                                    Selectable.Deselect();
                                }
                            }
                        }
                    }
                }
            }

            // Smoothly move to new position
            var targetPosition = Vector3.zero;
            var factor         = LeanHelper.GetDampenFactor(Damping, Time.deltaTime);

            targetPosition.x = X * BlockSize;
            targetPosition.y = Y * BlockSize;

            transform.localPosition = Vector3.Lerp(transform.localPosition, targetPosition, factor);
        }
Exemple #4
0
        private void UpdateTranslation()
        {
            var finalTransform = Target != null ? Target : transform;

            // Get the fingers we want to use
            var fingers = Use.GetFingers();

            // Calculate the screenDelta value based on these fingers
            var screenDelta = LeanGesture.GetScreenDelta(fingers);

            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(ScreenDepth.Camera, gameObject);

            if (fingers.Count == 0)
            {
                deltaDifference = Vector2.zero;
            }

            if (camera != null)
            {
                var worldPosition  = finalTransform.position;
                var oldScreenPoint = camera.WorldToScreenPoint(worldPosition);

                if (TrackScreenPosition == true)
                {
                    if (ScreenDepth.TryConvert(ref worldPosition, oldScreenPoint + (Vector3)(screenDelta + deltaDifference), gameObject) == true)
                    {
                        finalTransform.position = worldPosition;
                    }

                    var newScreenPoint = camera.WorldToScreenPoint(worldPosition);
                    var oldNewDelta    = (Vector2)(newScreenPoint - oldScreenPoint);

                    deltaDifference += screenDelta - oldNewDelta;
                }
                else
                {
                    if (ScreenDepth.TryConvert(ref worldPosition, oldScreenPoint + (Vector3)screenDelta, gameObject) == true)
                    {
                        finalTransform.position = worldPosition;
                    }
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
        protected virtual void Rotate(float twistDegrees)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                var axis = transform.InverseTransformDirection(camera.transform.forward);

                transform.rotation *= Quaternion.AngleAxis(twistDegrees, axis);
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
        /// <summary>This will return the change in world position of this finger based on the last and current distance from the camera.</summary>
        public Vector3 GetWorldDelta(float lastDistance, float distance, Camera camera = null)
        {
            // Make sure the camera exists
            camera = LeanHelper.GetCamera(camera);

            if (camera != null)
            {
                return(GetWorldPosition(distance, camera) - GetLastWorldPosition(lastDistance, camera));
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.");
            }

            return(default(Vector3));
        }
        /// <summary>This will return the ray of the finger's start position relative to the specified camera (none/null = Main Camera).</summary>
        public Ray GetStartRay(Camera camera = null)
        {
            // Make sure the camera exists
            camera = LeanHelper.GetCamera(camera);

            if (camera != null)
            {
                return(camera.ScreenPointToRay(StartScreenPosition));
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.");
            }

            return(default(Ray));
        }
        /// <summary>This will return the world position of this finger based on the distance from the camera.</summary>
        public Vector3 GetWorldPosition(float distance, Camera camera = null)
        {
            // Make sure the camera exists
            camera = LeanHelper.GetCamera(camera);

            if (camera != null)
            {
                var point = new Vector3(ScreenPosition.x, ScreenPosition.y, distance);

                return(camera.ScreenToWorldPoint(point));
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.");
            }

            return(default(Vector3));
        }
Exemple #9
0
        protected void SetZoom(float current)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                if (camera.orthographic == true)
                {
                    camera.orthographicSize = current;
                }
                else
                {
                    camera.fieldOfView = current;
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
        private void Translate(Vector2 screenDelta)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(this._camera, gameObject);

            if (camera != null)
            {
                // Screen position of the transform
                var screenPoint = camera.WorldToScreenPoint(transform.position);

                // Add the deltaPosition
                screenPoint += (Vector3)screenDelta * Sensitivity;

                // Convert back to world space
                transform.position = camera.ScreenToWorldPoint(screenPoint);
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your camera as MainCamera, or set one in this component.", this);
            }
        }
Exemple #11
0
        protected virtual void Update()
        {
            // Is this GameObject selected?
            if (Selectable != null && Selectable.IsSelected == true)
            {
                // Does it have a selected finger?
                var finger = Selectable.SelectingFinger;

                if (finger != null)
                {
                    // Make sure the camera exists
                    var camera = LeanHelper.GetCamera(Camera, gameObject);

                    if (camera != null)
                    {
                        var newScaledDelta = finger.ScaledDelta;

                        if (oldScaledDelta != Vector2.zero && newScaledDelta != Vector2.zero)
                        {
                            var angleA = Mathf.Atan2(oldScaledDelta.y, oldScaledDelta.x) * Mathf.Rad2Deg;
                            var angleB = Mathf.Atan2(newScaledDelta.y, newScaledDelta.x) * Mathf.Rad2Deg;
                            var torque = Mathf.DeltaAngle(angleA, angleB) * (oldScaledDelta.magnitude + newScaledDelta.magnitude);

                            if (cachedRigidbody == null)
                            {
                                cachedRigidbody = GetComponent <Rigidbody>();
                            }

                            cachedRigidbody.AddTorque(camera.transform.forward * torque * Force, ForceMode.Acceleration);
                        }

                        oldScaledDelta = newScaledDelta;
                    }
                    else
                    {
                        Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                    }
                }
            }
        }
        protected virtual void Translate(float pinchScale, Vector2 screenCenter)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(_camera, gameObject);

            if (camera != null)
            {
                // Screen position of the transform
                var screenPosition = camera.WorldToScreenPoint(transform.position);

                // Push the screen position away from the reference point based on the scale
                screenPosition.x = screenCenter.x + (screenPosition.x - screenCenter.x) * pinchScale;
                screenPosition.y = screenCenter.y + (screenPosition.y - screenCenter.y) * pinchScale;

                // Convert back to world space
                transform.position = camera.ScreenToWorldPoint(screenPosition);
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
Exemple #13
0
        private Vector2 GetPoint(Vector2 screenPoint)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                var rectTransform = transform as RectTransform;

                if (rectTransform != null)
                {
                    var worldPoint = default(Vector3);

                    if (RectTransformUtility.ScreenPointToWorldPointInRectangle(rectTransform, screenPoint, camera, out worldPoint) == true)
                    {
                        return(Quaternion.LookRotation(Axis) * transform.InverseTransformPoint(worldPoint));
                    }
                }
                else
                {
                    var ray      = camera.ScreenPointToRay(screenPoint);
                    var plane    = new Plane(transform.TransformDirection(Axis), transform.position);
                    var distance = default(float);

                    if (plane.Raycast(ray, out distance) == true)
                    {
                        return(Quaternion.Inverse(Quaternion.LookRotation(Axis)) * transform.InverseTransformPoint(ray.GetPoint(distance)));
                    }
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }

            return(oldPoint);
        }
        // Transform rect based on finger data
        private void WriteTransform(RectTransform rect, LeanFinger finger)
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                var min = camera.ScreenToViewportPoint(finger.StartScreenPosition);
                var max = camera.ScreenToViewportPoint(finger.ScreenPosition);

                // Fix any inverted values
                if (min.x > max.x)
                {
                    var t = min.x;

                    min.x = max.x;
                    max.x = t;
                }

                if (min.y > max.y)
                {
                    var t = min.y;

                    min.y = max.y;
                    max.y = t;
                }

                // Reset pivot in case you forgot
                rect.pivot = Vector2.zero;

                // Set anchors
                rect.anchorMin = min;
                rect.anchorMax = max;

                // Make rect we check against
                var viewportRect = new Rect();

                viewportRect.min = min;
                viewportRect.max = max;

                // Rebuild list of all selectables within rect
                selectables.Clear();

                foreach (var selectable in LeanSelectable.Instances)
                {
                    var viewportPoint = camera.WorldToViewportPoint(selectable.transform.position);

                    if (viewportRect.Contains(viewportPoint) == true)
                    {
                        selectables.Add(selectable);
                    }
                }

                // Select them
                LeanSelectable.ReplaceSelection(finger, selectables);
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }
        protected void TryGetComponent(SelectType selectUsing, Vector2 screenPosition, ref Component component, ref Vector3 worldPosition)
        {
            switch (selectUsing)
            {
            case SelectType.Raycast3D:
            {
                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    if (camera.pixelRect.Contains(screenPosition) == true)
                    {
                        var ray   = camera.ScreenPointToRay(screenPosition);
                        var count = Physics.RaycastNonAlloc(ray, raycastHits, float.PositiveInfinity, LayerMask);

                        if (count > 0)
                        {
                            var closestHit = raycastHits[GetClosestRaycastHitsIndex(count)];

                            component     = closestHit.transform;
                            worldPosition = closestHit.point;
                        }
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;

            case SelectType.Overlap2D:
            {
                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    if (camera.pixelRect.Contains(screenPosition) == true)
                    {
                        var ray   = camera.ScreenPointToRay(screenPosition);
                        var slope = -ray.direction.z;

                        if (slope != 0.0f)
                        {
                            var point = ray.GetPoint(ray.origin.z / slope);

                            component = Physics2D.OverlapPoint(point, LayerMask);

                            if (component != null)
                            {
                                worldPosition = component.transform.position;
                            }
                        }
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;

            case SelectType.CanvasUI:
            {
                var results = LeanTouch.RaycastGui(screenPosition, LayerMask);

                if (results != null && results.Count > 0)
                {
                    var firstTransform = results[0].gameObject.transform;

                    component     = firstTransform;
                    worldPosition = firstTransform.position;
                }
            }
            break;

            case SelectType.ScreenDistance:
            {
                var bestDistance = MaxScreenDistance * LeanTouch.ScalingFactor;

                bestDistance *= bestDistance;

                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    if (camera.pixelRect.Contains(screenPosition) == true)
                    {
                        foreach (var selectable in LeanSelectable.Instances)
                        {
                            var distance = Vector2.SqrMagnitude(GetScreenPoint(camera, selectable.transform) - screenPosition);

                            if (distance <= bestDistance)
                            {
                                bestDistance  = distance;
                                component     = selectable;
                                worldPosition = selectable.transform.position;
                            }
                        }
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;

            case SelectType.Intersect2D:
            {
                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    if (camera.pixelRect.Contains(screenPosition) == true)
                    {
                        var ray   = camera.ScreenPointToRay(screenPosition);
                        var count = Physics2D.GetRayIntersectionNonAlloc(ray, raycastHit2Ds, float.PositiveInfinity, LayerMask);

                        if (count > 0)
                        {
                            var firstHit = raycastHit2Ds[0];

                            component     = firstHit.transform;
                            worldPosition = firstHit.point;
                        }
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;
            }
        }
        // This will do the actual conversion
        public bool TryConvert(ref Vector3 position, Vector2 screenPoint, GameObject gameObject = null, Transform ignore = null)
        {
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                switch (Conversion)
                {
                case ConversionType.FixedDistance:
                {
                    var screenPoint3 = new Vector3(screenPoint.x, screenPoint.y, Distance);

                    position = camera.ScreenToWorldPoint(screenPoint3);

                    LastWorldNormal = -camera.transform.forward;

                    return(true);
                }

                case ConversionType.DepthIntercept:
                {
                    var ray   = camera.ScreenPointToRay(screenPoint);
                    var slope = -ray.direction.z;

                    if (slope != 0.0f)
                    {
                        var scale = (ray.origin.z - Distance) / slope;

                        position = ray.GetPoint(scale);

                        LastWorldNormal = Vector3.back;

                        return(true);
                    }
                }
                break;

                case ConversionType.PhysicsRaycast:
                {
                    var ray       = camera.ScreenPointToRay(screenPoint);
                    var hitCount  = Physics.RaycastNonAlloc(ray, hits, float.PositiveInfinity, Layers);
                    var bestPoint = default(Vector3);
                    var bestDist  = float.PositiveInfinity;

                    for (var i = hitCount - 1; i >= 0; i--)
                    {
                        var hit         = hits[i];
                        var hitDistance = hit.distance;

                        if (hitDistance < bestDist && IsChildOf(hit.transform, ignore) == false)
                        {
                            bestPoint = hit.point + hit.normal * Distance;
                            bestDist  = hitDistance;

                            LastWorldNormal = hit.normal;
                        }
                    }

                    if (bestDist < float.PositiveInfinity)
                    {
                        position = bestPoint;

                        return(true);
                    }
                }
                break;

                case ConversionType.PlaneIntercept:
                {
                    var plane = default(LeanPlane);

                    if (Exists(gameObject, ref plane) == true)
                    {
                        var ray = camera.ScreenPointToRay(screenPoint);
                        var hit = default(Vector3);

                        if (plane.TryRaycast(ray, ref hit, Distance) == true)
                        {
                            position = hit;

                            LastWorldNormal = plane.transform.forward;

                            return(true);
                        }
                    }
                }
                break;

                case ConversionType.PathClosest:
                {
                    var path = default(LeanPath);

                    if (Exists(gameObject, ref path) == true)
                    {
                        var ray = camera.ScreenPointToRay(screenPoint);

                        if (path.TryGetClosest(ray, ref position, -1, Distance * Time.deltaTime) == true)
                        {
                            LastWorldNormal = LeanPath.LastWorldNormal;

                            return(true);
                        }
                    }
                }
                break;

                case ConversionType.AutoDistance:
                {
                    if (gameObject != null)
                    {
                        var depth        = camera.WorldToScreenPoint(gameObject.transform.position).z;
                        var screenPoint3 = new Vector3(screenPoint.x, screenPoint.y, depth + Distance);

                        position = camera.ScreenToWorldPoint(screenPoint3);

                        LastWorldNormal = -camera.transform.forward;

                        return(true);
                    }
                }
                break;

                case ConversionType.HeightIntercept:
                {
                    var ray   = camera.ScreenPointToRay(screenPoint);
                    var slope = -ray.direction.y;

                    if (slope != 0.0f)
                    {
                        var scale = (ray.origin.y - Distance) / slope;

                        position = ray.GetPoint(scale);

                        LastWorldNormal = Vector3.down;

                        return(true);
                    }
                }
                break;
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", gameObject);
            }

            return(false);
        }
        protected override void OnSelectUp(LeanFinger finger)
        {
            // Stores the component we hit (Collider or Collider2D)
            var component = default(Component);

            switch (SelectUsing)
            {
            case SelectType.Raycast3D:
            {
                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    var ray = camera.ScreenPointToRay(finger.ScreenPosition);
                    var hit = default(RaycastHit);

                    if (Physics.Raycast(ray, out hit, float.PositiveInfinity, LayerMask) == true)
                    {
                        component = hit.collider;
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;

            case SelectType.Overlap2D:
            {
                // Make sure the camera exists
                var camera = LeanHelper.GetCamera(Camera, gameObject);

                if (camera != null)
                {
                    var ray   = camera.ScreenPointToRay(finger.ScreenPosition);
                    var count = Physics2D.GetRayIntersectionNonAlloc(ray, raycastHit2Ds, float.PositiveInfinity, LayerMask);

                    if (count > 0)
                    {
                        component = raycastHit2Ds[0].transform;
                    }
                }
                else
                {
                    Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
                }
            }
            break;

            case SelectType.CanvasUI:
            {
                var results = LeanTouch.RaycastGui(finger.ScreenPosition, LayerMask);

                if (results != null && results.Count > 0)
                {
                    component = results[0].gameObject.transform;
                }
            }
            break;
            }

            // Select the component
            Drop(finger, component);
        }
        protected virtual void Update()
        {
            // Make sure the camera exists
            var camera = LeanHelper.GetCamera(Camera, gameObject);

            if (camera != null)
            {
                // Get the fingers we want to use to translate
                var fingers = Use.GetFingers();

                if (cachedMeshFilter == null)
                {
                    cachedMeshFilter = GetComponent <MeshFilter>();
                }

                if (cachedMeshFilter.sharedMesh != null)
                {
                    // Duplicate mesh?
                    if (deformedMesh == null)
                    {
                        deformedMesh = cachedMeshFilter.sharedMesh = Instantiate(cachedMeshFilter.sharedMesh);
                    }

                    // Duplicate vertices
                    if (deformedVertices == null || deformedVertices.Length != cachedMeshFilter.sharedMesh.vertexCount)
                    {
                        deformedVertices = cachedMeshFilter.sharedMesh.vertices;
                    }

                    var scalingFactor = LeanTouch.ScalingFactor;
                    var deformed      = false;

                    // Go through all vertices and find the screen point
                    for (var i = deformedVertices.Length - 1; i >= 0; i--)
                    {
                        var worldPoint  = transform.TransformPoint(deformedVertices[i]);
                        var screenPoint = camera.WorldToScreenPoint(worldPoint);

                        // Go through all fingers for this vertex
                        for (var j = fingers.Count - 1; j >= 0; j--)
                        {
                            var finger     = fingers[j];
                            var scaledDist = Vector2.Distance(screenPoint, finger.ScreenPosition) * scalingFactor;

                            // Is this finger within the required scaled radius of the vertex?
                            if (scaledDist <= ScaledRadius)
                            {
                                deformed = true;

                                // Shift screen point
                                screenPoint.x += finger.ScreenDelta.x;
                                screenPoint.y += finger.ScreenDelta.y;

                                // Untransform it back to local space and write
                                worldPoint = camera.ScreenToWorldPoint(screenPoint);

                                deformedVertices[i] = transform.InverseTransformPoint(worldPoint);
                            }
                        }
                    }

                    // If deformed, apply changes
                    if (deformed == true)
                    {
                        deformedMesh.vertices = deformedVertices;

                        deformedMesh.RecalculateBounds();
                        deformedMesh.RecalculateNormals();

                        if (ApplyToMeshCollider == true)
                        {
                            if (cachedMeshCollider == null)
                            {
                                cachedMeshCollider = GetComponent <MeshCollider>();
                            }

                            if (cachedMeshCollider != null)
                            {
                                cachedMeshCollider.sharedMesh = null;                                 // Set to null first to force it to update
                                cachedMeshCollider.sharedMesh = deformedMesh;
                            }
                        }
                    }
                }
            }
            else
            {
                Debug.LogError("Failed to find camera. Either tag your cameras MainCamera, or set one in this component.", this);
            }
        }