protected override void OnFocusExit(GameObject obj, FocusArgs args)
 {
     if (!ManipulatingNow)
     {
         //TODO hide handle mesh
     }
     base.OnFocusExit(obj, args);
 }
 /// <summary>
 /// FocusManager SendMessage("FocusEnter") receiver.
 /// </summary>
 public void FocusEnter(FocusArgs args)
 {
     if (!m_disabled && args.CurNumFocusers == 1)
     {
         ButtonStateEnum newState = Veil.Instance.HandVisible ? ButtonStateEnum.Targeted : ButtonStateEnum.ObservationTargeted;
         this.OnStateChange(newState);
     }
 }
 /// <summary>
 /// Toggle targets active when in focus
 /// </summary>
 protected override void OnFocusEnter(GameObject obj, FocusArgs args)
 {
     // First check that the obj is ours and we have targets
     if (IsInteractible(obj) && Targets.Count > 0)
     {
         foreach (GameObject target in Targets)
         {
             target.SetActive(true);
         }
     }
 }
 protected void FocusExit(FocusArgs args)
 {
     if (args.CurNumFocusers == 0)
     {
         bGazing = false;
         if (RequireGaze)
         {
             StopCoroutine("SelectHoldCheck");
         }
     }
 }
 /// <summary>
 /// Toggle targets inactive when out of focus
 /// </summary>
 protected override void OnFocusExit(GameObject obj, FocusArgs args)
 {
     // First check that the obj is ours and we have targets
     if (IsInteractible(obj) && Targets.Count > 0 && args.CurNumFocusers == 0)
     {
         foreach (GameObject target in Targets)
         {
             target.SetActive(false);
         }
     }
 }
        public void FocusEnter(FocusArgs args)
        {
            switch (Behavior)
            {
            default:
                break;

            case ToggleBehaviorEnum.OnFocus:
                State = !State;
                break;
            }
        }
        // When if gaze then stop animation if gaze ended
        protected void FocusExit(FocusArgs args)
        {
            if (args.CurNumFocusers == 0)
            {
                Animation targetAnim = TargetObject.GetComponent <Animation>();

                if (AnimCondition == StartType.OnGaze && TargetObject != null && targetAnim != null)
                {
                    targetAnim.Stop(AnimName);
                    bPlaying = false;
                }
            }
        }
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        /// <summary>
        /// FocusManager SendMessage("FocusExit") receiver.
        /// </summary>
        public void FocusExit(FocusArgs args)
        {
            if (!m_disabled && args.CurNumFocusers == 0)
            {
                if (ButtonState == ButtonStateEnum.Pressed)
                {
                    DoButtonCancelled();
                }

                ButtonStateEnum newState = Veil.Instance.HandVisible ? ButtonStateEnum.Interactive : ButtonStateEnum.Observation;

                if (RequireGaze || ButtonState != ButtonStateEnum.Pressed)
                {
                    this.OnStateChange(newState);
                }
            }
        }
        protected override void OnFocusEnter(GameObject obj, FocusArgs args)
        {
            base.OnFocusEnter(obj, args);

            switch (obj.name)
            {
            case "Easy":
                difficultyMenu.GetComponent <SimpleMenuCollection>().Subtitle = "Lots of fuel and a forgiving landing speed.";
                break;

            case "Medium":
                difficultyMenu.GetComponent <SimpleMenuCollection>().Subtitle = "Moderate fuel and a challenging landing speed.";
                break;

            case "Hard":
                difficultyMenu.GetComponent <SimpleMenuCollection>().Subtitle = "Very little fuel and no room for error!";
                break;
            }
        }
Esempio n. 10
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        protected override void OnFocusEnter(GameObject obj, FocusArgs args)
        {
            base.OnFocusEnter(obj, args);

            switch (obj.name)
            {
            case "GamepadInput":
                selectControlsMenu.GetComponent <SimpleInteractableMenuCollection>().SubtitleText = "Use a gamepad to control the lander";
                break;

            case "HololensInput":
                selectControlsMenu.GetComponent <SimpleInteractableMenuCollection>().SubtitleText = "Use fingers to control the lander";
                break;

            default:
                // Do nothing
                break;
            }
        }
        protected void FocusEnter(FocusArgs args)
        {
            if (args.CurNumFocusers == 1)
            {
                if (AnimState == AnimStateEnum.Proximity)
                {
                    return;
                }

                if (Veil.Instance.HandVisible)
                {
                    SetState(AnimStateEnum.Interactive);
                }
                else
                {
                    SetState(AnimStateEnum.ObservationTargeted);
                }
            }
        }
        protected void FocusExit(FocusArgs args)
        {
            if (args.CurNumFocusers == 0)
            {
                if (AnimState == AnimStateEnum.Proximity)
                {
                    return;
                }

                if (Veil.Instance.HandVisible)
                {
                    SetState(AnimStateEnum.Observation);
                }
                else
                {
                    SetState(AnimStateEnum.Observation);
                }
            }
        }
        // When if set to gaze trigger then play anim when gazing
        protected void FocusEnter(FocusArgs args)
        {
            if (args.CurNumFocusers == 1)
            {
                Animation targetAnim = TargetObject.GetComponent <Animation>();
                if (AnimCondition == StartType.OnGaze && TargetObject != null && targetAnim != null)
                {
                    var time = BlendTime;
                    if (time < 0.001f)
                    {
                        targetAnim.Play(AnimName, AnimPlayMode);
                    }
                    else
                    {
                        targetAnim.CrossFade(AnimName, time, AnimPlayMode);
                    }

                    bPlaying = true;
                }
            }
        }
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 // ReSharper disable once RedundantOverriddenMember
 protected override bool OnFocus(SciterElement element, FocusArgs args)
 {
     //Console.WriteLine($"{args.Event} | {args.Cancel} | {args.IsMouseClick}");
     return(base.OnFocus(element, args));
 }
 protected override void OnFocusEnter(GameObject obj, FocusArgs args)
 {
     txt.text = obj.name + " : OnFocusEnter";
     base.OnFocusEnter(obj, args);
 }
 /// <summary>
 /// FocusManager SendMessage("FocusExit") receiver.
 /// </summary>
 public void FocusExit(FocusArgs args)
 {
     hasFocus = false;
 }
 /// <summary>
 /// FocusManager SendMessage("FocusEnter") receiver.
 /// </summary>
 public void FocusEnter(FocusArgs args)
 {
     hasFocus = true;
 }
Esempio n. 18
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 protected override void OnFocusExit(GameObject obj, FocusArgs args)
 {
     base.OnFocusExit(obj, args);
     hasFocus      = false;
     lastFocusExit = Time.time;
 }
Esempio n. 19
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 protected override void OnFocusExit(GameObject obj, FocusArgs args)
 {
     //txt.text = obj.name + " : OnFocusExit";
     base.OnFocusExit(obj, args);
 }
 protected override void OnFocusExit(GameObject obj, FocusArgs args)
 {
     base.OnFocusExit(obj, args);
 }
Esempio n. 21
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 protected override void OnFocusEnter(GameObject obj, FocusArgs args)
 {
     base.OnFocusEnter(obj, args);
     hasFocus      = true;
     lastFocusExit = Mathf.NegativeInfinity;
 }
Esempio n. 22
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 protected void FocusEnter(FocusArgs args)
 {
     bScaling = true;
 }
 protected void FocusExit(FocusArgs args)
 {
     args.Focuser.SetCursorActive(true);
 }
 protected void FocusEnter(FocusArgs args)
 {
     args.Focuser.SetCursorActive(false);
 }
 protected virtual void OnFocusExit(GameObject obj, FocusArgs args)
 {
 }