public void CCTwist()
 {
     if (!selected)
     {
     }
     else
     {
         activeObject.CCTwist();
     }
 }
Esempio n. 2
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    // testInput: Tests the inputs and calls the appropriate command for the controllable to process.
    // controllable is the selection method's game object. have it accept the quaternion and angles, as well as
    // swipes/gestures/etc.
    public void testInput()
    {
        anObject = aControllableObject;

        IControllable controllable = (IControllable)anObject.GetComponent(typeof(IControllable));

        controllable.GetIMUVals(quat, imuAngles);

        int twistDirection = testTwist();

        if (twistDirection == 2)
        {
            controllable.CTwist();
        }
        if (twistDirection == 1)
        {
            controllable.CCTwist();
        }
        if (inputBools[(int)inputs.DOUBLE_CLICK])
        {
            phidgetsIMU.GetComponent <PhidgetsIMU>().SetBaseline();

            controllable.DoubleClick();
        }
        if (inputBools[(int)inputs.CLICK])
        {
            controllable.SingleClick();
        }
        if (inputBools[(int)inputs.DOWN])
        {
            controllable.SwipeDown();
        }
        if (inputBools[(int)inputs.LEFT])
        {
            controllable.SwipeLeft();
        }
        if (inputBools[(int)inputs.RIGHT])
        {
            controllable.SwipeRight();
        }
        if (inputBools[(int)inputs.UP])
        {
            controllable.SwipeUp();
        }

        inputHandler.GetComponent <InputHandlerScript>().reset(); // Done with current inputs, flush them.
    }