/// Called when the user is looking on a valid GameObject. This can be a 3D /// or UI element. /// /// The camera is the event camera, the target is the object /// the user is looking at, and the intersectionPosition is the intersection /// point of the ray sent from the camera on the object. public void OnGazeStart(Camera camera, GameObject targetObject, Vector3 intersectionPosition, bool isInteractive) { // Debug.Log("Obejto: " + targetObject.layer.ToString()); //Debug.Log("Vizualizando o Tela: " + targetObj.layer.ToString()); if (isInteractive) { if (targetObject.gameObject.layer == 14) { PlayerVRAutoWalk.podeAndar = false; } iconGaze.enabled = true; this.gameObject.GetComponent <MeshRenderer>().enabled = false; if (targetObject.gameObject.layer == 11) { changeGaze(targetObject.gameObject.layer); } else { gazeType = GazeType.EMPTY; } if (targetObject.CompareTag("Personagens")) { targetObject.GetComponent <InformacaoPerosonagem>().ShowUI(); } //CarregaInformacoes(); if (buscarInformacao) { Debug.Log("Pode Buscar Informacao"); if (targetObject.CompareTag("ItemInformativo")) { exibindoInfo = true; //gazeType = GazeType.EMPTY; //HideGaze(); targetObject.GetComponent <InformationItem>().GetInformacaoItem(); } } } else if (targetObject.gameObject.layer == 11) { //Debug.Log("Piso"); MudarCorGaze(1); this.gameObject.GetComponent <MeshRenderer>().enabled = false; iconGaze.GetComponent <Image>().enabled = true; } SetGazeTarget(intersectionPosition, isInteractive); if (isInteractive || targetObject.gameObject.layer == 11) { changeGaze(targetObject.gameObject.layer); } else { gazeType = GazeType.EMPTY; } }
public void changeGaze(LayerMask layer) { //Debug.Log(layer.value); switch (layer.value) { case 10: gazeType = GazeType.TALK; break; case 11: //Debug.Log("No Piso"); gazeType = GazeType.WALK; break; case 12: gazeType = GazeType.INFO; break; case 13: gazeType = GazeType.DOOR; break; case 14: this.gameObject.GetComponent <MeshRenderer>().enabled = true; gazeType = GazeType.EMPTY; break; case 16: //this.gameObject.GetComponent<MeshRenderer>().enabled = true; gazeType = GazeType.VEHICLE; break; case 0: gazeType = GazeType.EMPTY; break; } switch (gazeType) { case GazeType.WALK: //Debug.Log("Pode andar"); PlayerAndar(true); iconGaze.GetComponent <Image>().sprite = iconWalk; break; case GazeType.INFO: iconGaze.GetComponent <Image>().sprite = iconInfo; break; case GazeType.TALK: //Debug.LogError(reticleDistanceInMeters); iconGaze.GetComponent <Image>().sprite = iconTalk; break; case GazeType.DOOR: iconGaze.GetComponent <Image>().sprite = iconDoor; break; case GazeType.VEHICLE: iconGaze.GetComponent <Image>().sprite = iconVehicle; break; case GazeType.EMPTY: HideGaze(); break; } }