Esempio n. 1
0
        override public bool UpdateStateWithInput(bool inputValid, Ray inputRay,
                                                  GameObject parentActiveObject, Collider parentCollider)
        {
            // TODO : This is a bit backwards.  We need to pipe input to the bottom of a
            // UIComponent stack, and then invalidate input as we come back up.  This logic is a
            // deliberate version of that, but consider this a TODO for making the system work
            // more generally in this way.
            if (parentActiveObject == null || parentActiveObject == gameObject)
            {
                bool resetState = false;
                m_UIComponentManager.UpdateUIComponents(inputRay, inputValid, parentCollider);
                if (m_UIComponentManager.ActiveInputObject != null &&
                    m_UIComponentManager.ActiveInputObject != gameObject)
                {
                    resetState = inputValid;
                    inputValid = false;
                }

                if (base.UpdateStateWithInput(inputValid, inputRay, parentActiveObject, parentCollider))
                {
                    // If a child component received input, we want this component to reset its state,
                    // so we return false to tell our parent we don't have focus anymore.
                    return(!resetState);
                }
            }
            return(false);
        }
 override public bool UpdateStateWithInput(bool inputValid, Ray inputRay,
       GameObject parentActiveObject, Collider parentCollider) {
   if (base.UpdateStateWithInput(inputValid, inputRay, parentActiveObject, parentCollider)) {
     if (parentActiveObject == null || parentActiveObject == gameObject) {
       if (BasePanel.DoesRayHitCollider(inputRay, GetCollider())) {
         m_UIComponentManager.UpdateUIComponents(inputRay, inputValid, parentCollider);
         return true;
       }
     }
   }
   return false;
 }
Esempio n. 3
0
 // This function is used to update the behavior state of the PopUp's components in response to
 // an updated input "gaze" direction from the user.
 virtual public void UpdateUIComponents(Ray rCastRay, bool inputValid, Collider parentCollider)
 {
     m_UIComponentManager.UpdateUIComponents(rCastRay, inputValid, parentCollider);
 }