public static CA_ARKit_Instantiate CreateArkitInstantiateAction(this S_InteractionDefinition _def,
                                                                    Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera, bool _chooseRandom, bool finite, int numReloads, List <GameObject> _prefabs, List <GameObject> _ghosts)
    {
        CA_ARKit_Instantiate action = _def.CreateAction <CA_ARKit_Instantiate>(_constraints, _heigthOffset,
                                                                               _distanceFromCamera, _chooseRandom, finite, numReloads, _prefabs, _ghosts);

        return(action);
    }
 public static CA_ARKitMove CreateArkitMoveAction(this S_InteractionDefinition _def, GameObject _objectToMove,
                                                  Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera, bool _dectivateAtStart)
 {
     return(_def.CreateAction <CA_ARKitMove>(_objectToMove, _constraints, _heigthOffset, _distanceFromCamera, _dectivateAtStart));
 }
Exemple #3
0
 public static CA_ShowPlaceCursor CreateArkitPlaceCursorAction(this S_InteractionDefinition _def,
                                                               GameObject _cursorPrefab, Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera)
 {
     return(_def.CreateAction <CA_ShowPlaceCursor>(_cursorPrefab, _constraints, _heigthOffset, _distanceFromCamera));
 }
 public static CA_HidePlaceCursor CreateArkitHidePlaceCursor(this S_InteractionDefinition _def,
                                                             string _showCursorInteractionGUID)
 {
     return(_def.CreateAction <CA_HidePlaceCursor>(_showCursorInteractionGUID));
 }