public override void OnInteractionTrigger(InteractionModes mode) { Debug.Log("entrou"); playerController.SetObjectOnHand(this.gameObject, true); DuplicateSizeInVR(); OnFinish(); }
public override void OnInteractionTrigger(InteractionModes mode) { if (!interactAgainToRevert) { if (!currentlyPlaying) { currentlyPlaying = true; anim[animationName].speed = 1; anim.Play(animationName); } } { if (!currentlyPlaying) { currentlyPlaying = true; anim[animationName].speed = isOn ? -1 : 1; if (isOn) { anim[animationName].time = anim.isPlaying ? anim[animationName].time : anim[animationName].length; } else { anim[animationName].time = 0; } anim.Play(animationName); } } }
public override void OnInteractionTrigger(InteractionModes mode) { print($"Interacted here: {mode} with {this.gameObject.name} !"); OnFinish(); //Do something specific switch (mode) { case InteractionModes.Over: break; case InteractionModes.Out: break; case InteractionModes.Click: break; case InteractionModes.DoubleClick: break; case InteractionModes.Up: break; case InteractionModes.Grab: break; case InteractionModes.Release: break; default: break; } }
//QUANDO O BOTAO É ATIVADO, ESSA FUNCAO EH CHAMADA. AQUI VOCE DEVE PROGRAMAR O SEU CODIGO PARA O SEU BOTAO... public override void OnInteractionTrigger(InteractionModes modes) { switch (modes) { case InteractionModes.Over: break; case InteractionModes.Out: countDownToTurnOff = 0; skinnedMeshRenderer.SetBlendShapeWeight(blendShapeIndex, 0); break; case InteractionModes.Click: countDownToTurnOff = totalLerpDuration; lerpA = skinnedMeshRenderer.GetBlendShapeWeight(blendShapeIndex); lerpB = 100; break; case InteractionModes.DoubleClick: break; case InteractionModes.Up: countDownToTurnOff = totalLerpDuration; lerpA = skinnedMeshRenderer.GetBlendShapeWeight(blendShapeIndex); lerpB = 0; break; case InteractionModes.Grab: break; default: break; } }
void FireInteraction(InteractionModes mode) { for (int i = 0; i < targets.Count; i++) { targets[i].OnInteractionTrigger(mode); } }
//QUANDO O BOTAO É ATIVADO, ESSA FUNCAO EH CHAMADA. AQUI VOCE DEVE PROGRAMAR O SEU CODIGO PARA O SEU BOTAO... public override void OnInteractionTrigger(InteractionModes mode) { //print($"OnInteractionTrigger {this.gameObject}"); target.material = defaultMaterial; target.material.color = cor; OnFinish(); }
//Implement the interaction desired here public override void OnInteractionTrigger(InteractionModes mode) { //My code goes here... OnFinish(); }
async public override void OnInteractionTrigger(InteractionModes mode) { teleportIsOver = false; StartCoroutine(cameraFade.BeginFadeOut(fadeTime, false)); if (audioClip) { ReferenceManagerIndependent.Instance.PlayAudioClip(audioClip); } CharacterController playerChar = who.GetComponent <CharacterController>(); if (playerChar) { referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = false; playerChar.enabled = false; } await new WaitForSeconds(fadeTime); who.transform.position = teleportDestiny; StartCoroutine(cameraFade.BeginFadeIn(fadeTime, false)); if (playerChar) { referenceManagerIndependent.PlatformManager.GetPlayerController().enabled = true; playerChar.enabled = true; } teleportIsOver = true; OnFinish(); }
public override void OnInteractionTrigger(InteractionModes mode) { Collider other = gameObject.GetComponent <Collider>(); Mallet mallet = other.gameObject.GetComponent <Mallet>(); _Press = Press(other, mallet); StartCoroutine(_Press); }
async public override void OnInteractionTrigger(InteractionModes mode) { if (delayToProcess > 0) { await new WaitForSeconds(delayToProcess); } target.SetActive(rollBack ? (timeToRollback ? !willActivate : willActivate) : willActivate); timeToRollback = !timeToRollback; OnFinish(); }
public override void OnInteractionTrigger(InteractionModes mode) { // pegar toogle toggle = transform.GetComponent <Toggle>(); if (!toggle.isOn) { toggle.isOn = !toggle.isOn; } // ativar toogle e desativor o parent no mesmo nível //Debug.Log(toggle.isOn); }
/// <summary> /// controllers register to get polled /// </summary> public static void RegisterNewController(IController c) { if (_controllers == null) //if first controller added... { _controllers = new PerControllerData[1]; _controllers[0] = new PerControllerData { Active = c.GetGameObject().activeInHierarchy, Ctrlr = c, Trans = c.GetGameObject().transform }; _templateOutlineObj = c.GetOutlineTemplateObject(); } else //..adding additional 2nd, 3rd, etc. controller { PerControllerData[] oldControllers = _controllers; int oldNumCtrlrs = oldControllers.Length; _controllers = new PerControllerData[oldNumCtrlrs + 1]; for (int i = 0; i < oldNumCtrlrs; i++) { _controllers[i] = oldControllers[i]; } _controllers[oldNumCtrlrs] = new PerControllerData { Active = c.GetGameObject().activeInHierarchy, Ctrlr = c, Trans = c.GetGameObject().transform }; if (_templateOutlineObj == null) { _templateOutlineObj = c.GetOutlineTemplateObject(); } } ControllerDesktop cDesktop = c.GetGameObject().GetComponent <ControllerDesktop>(); ControllerOculusGo cOculusGo = c.GetGameObject().GetComponent <ControllerOculusGo>(); //ControllerSteamVR cSteamVR = c.GetGameObject().GetComponent<ControllerSteamVR>(); if (cDesktop != null) { InteractionMode = InteractionModes.Desktop; } if (cOculusGo != null) { InteractionMode = InteractionModes.VR3DOF; } //if (cSteamVR != null) InteractionMode = InteractionModes.VR6DOF; }
public override void OnInteractionTrigger(InteractionModes mode) { switch (mode) { case InteractionModes.Over: currentSpeed = angularSpeed; break; case InteractionModes.Out: default: currentSpeed = 0; break; } }
void toggleMode(InteractionModes mode) { print(mode); this.currentMode = mode; timeline.toggleMode(mode); if (this.currentMode == InteractionModes.Create) { buttonImage.sprite = playButtonSprite; } else if (this.currentMode == InteractionModes.Present) { buttonImage.sprite = pauseButtonSprite; } }
async public override void OnInteractionTrigger(InteractionModes mode) { if (CheckIfMinDistance()) { #if NESTLE_RV ReferenceManagerDependent.Instance.LongeFrame.SetActive(true); #endif Debug.Log("Too far to get object:" + Vector3.Distance(playerController.transform.position, this.transform.position)); return; } await new WaitForEndOfFrame(); handController.SetObjectOnHand(objectBeingPushed.gameObject, true); objectBeingPushed.enabled = true; objectBeingPushed.ActivateMover(this.gameObject, true); objectBeingPushed.OnExecuted += Finished; }
public override void OnInteractionTrigger(InteractionModes mode) { switch (mode) { case InteractionModes.Over: // When the user looks at the VRInteractiveItem the textures should start playing. m_Playing = true; StartCoroutine(PlayTextures()); break; case InteractionModes.Out: default: // When the user looks away from the VRInteractiveItem the textures should no longer be playing. m_Playing = false; break; } }
public override void OnInteractionTrigger(InteractionModes mode) { if (!particle.isPlaying) { particle.Play(); currentlyPlaying = true; } else { if (interactAgainToStop) { currentlyPlaying = false; particle.Stop(); OnFinish(); } } }
//QUANDO O BOTAO É ATIVADO, ESSA FUNCAO EH CHAMADA. AQUI VOCE DEVE PROGRAMAR O SEU CODIGO PARA O SEU BOTAO... override public void OnInteractionTrigger(InteractionModes mode) { switch (mode) { case InteractionModes.Out: case InteractionModes.Up: switch (currentState) { case buttonHoldingStates.notstarted: default: break; case buttonHoldingStates.holdStart: TreatFailing(); break; case buttonHoldingStates.holdOver: currentState = buttonHoldingStates.notstarted; OnFinish(); break; } m_Selection.gameObject.SetActive(false); break; case InteractionModes.Click: currentState = buttonHoldingStates.notstarted; switch (currentState) { case buttonHoldingStates.notstarted: default: countDown = Time.deltaTime; OnHoldStart?.Invoke(this.gameObject); currentState = buttonHoldingStates.holdStart; break; case buttonHoldingStates.holdStart: break; case buttonHoldingStates.holdOver: break; } break; } }
public override void OnInteractionTrigger(InteractionModes mode) { switch (mode) { case InteractionModes.Over: totalLerpDuration = transitionOutDuration; countDownToTurnOff = totalLerpDuration; lerpA = 0; lerpB = 1; myColor = myImageComponent.color; break; case InteractionModes.Out: default: // When the user looks away from the rendering of the scene, hide the radial. totalLerpDuration = transitionInDuration; countDownToTurnOff = totalLerpDuration; lerpA = 1; lerpB = 0; break; } }
/// <summary> /// This method is used to declare a new tag type and register it with our dictionary so it can be located by name later. /// </summary> /// <param name="name">The name you'll refer to this tag type by. Used mostly as a dictionary key.</param> /// <param name="promptString">A string, or resource ID, for a "what to do with this" prompt. May become obsolete.</param> /// <param name="activity">An activity, usually a new instance of (the specific Activity-derived class) you want such tags to launch.</param> /// <param name="directive">Any additional information you wish to bundle up and include when the Activity is being launched (like "calibration" rather than the real thing) should be stringified into this.</param> /// <param name="flags">Android ActivityFlag(s) describing how the launched activity behaves - does it claim the foreground (the default), does it move straight to background, etc.</param> /// <returns></returns> public static InteractionMode DefineInteractionMode(string name, stringOrID promptString, Activity activity, stringOrID directive = default(stringOrID), ActivityFlags flags = ActivityFlags.SingleTop) { var direc = (stringOrID)directive; InteractionMode newMode = new InteractionMode { Name = name, PromptText = promptString, Launches = activity, Directive = direc, Flags = flags }; if (InteractionModes.ContainsKey(name)) { InteractionModes[name] = newMode; } else { InteractionModes.Add(name, newMode); } return(newMode); }
public override void OnInteractionTrigger(InteractionModes mode) { target.enabled = (rollBack ? (timeToRollback ? !willActivate : willActivate) : willActivate); timeToRollback = !timeToRollback; OnFinish(); }
/// <summary> /// Modes the specified value. /// </summary> /// <param name="value">The value.</param> /// <returns>TooltipsBuilder.</returns> public TooltipsBuilder Mode(InteractionModes value) { _component.Mode = value; return(this); }
public override void OnInteractionTrigger(InteractionModes mode) { isOn = !isOn; RenderSettings.skybox = isOn ? newSkybox : oldSkybox; OnFinish(); }
public static void UpdateInteraction(Rect rect) { int controlId = GUIUtility.GetControlID("Slider".GetHashCode(), FocusType.Passive); Event current = Event.current; switch (current.GetTypeForControl(controlId)) { case EventType.MouseDown: if (rect.Contains(current.mousePosition) && rect.width > 50f && current.isMouse) { GUIUtility.hotControl = controlId; current.Use(); EditorGUIUtility.SetWantsMouseJumping(1); switch (current.button) { default: MODE = InteractionModes.Orbit; break; case 1: MODE = InteractionModes.Offset; break; } } break; case EventType.MouseUp: if (GUIUtility.hotControl == controlId) { GUIUtility.hotControl = 0; } EditorGUIUtility.SetWantsMouseJumping(0); break; case EventType.MouseDrag: if (GUIUtility.hotControl == controlId) { switch (MODE) { case InteractionModes.Orbit: DRAG -= current.delta * (!current.shift ? 1 : 0.3f) / Mathf.Min(rect.width, rect.height) * 140f; DRAG.y = Mathf.Clamp(DRAG.y, -90f, 90f); if (RESTRICT_ROTATION) { DRAG.x = Mathf.Clamp(DRAG.x, -90f, 90f); } break; case InteractionModes.Offset: OFFSET.x += -current.delta.x * INTERACTION_SCALE; OFFSET.y += current.delta.y * INTERACTION_SCALE; break; } current.Use(); GUI.changed = true; } break; case EventType.ScrollWheel: if (rect.Contains(current.mousePosition) && rect.width > 50f) { ZOOM = Mathf.Clamp(ZOOM + current.delta.y * 0.01f, 0.1f, 2); current.Use(); GUI.changed = true; } break; } }
public void toggleMode(InteractionModes mode) { this.workspace.toggleMode(mode); }
public void toggleMode(InteractionModes mode) { // Handle change in mode print("toggling"); }
public override void OnInteractionTrigger(InteractionModes mode) { throw new NotImplementedException(); }
/// <summary> /// Validates the software trial/demo/license status. This method will /// determine the status and will either preset the user with that /// information or just log it. /// </summary> /// <remarks> /// If the state of Scutex cannot be verified, for example the /// data file or Licensing assembly was tampered with, this method /// will warn the user and kill the entire process. /// </remarks> /// <param name="interactionMode"> /// Determines how, or if, Scutex will report critical information /// to the user. /// </param> public ScutexLicense Validate(InteractionModes interactionMode) { ScutexLicense scutexLicense; if (_options != null && String.IsNullOrEmpty(_options.DataFileLocation) == false) { scutexLicense = licenseManagerService.GetScutexLicense(_options.DataFileLocation); } else { scutexLicense = licenseManagerService.GetScutexLicense(); } if (scutexLicense == null) { throw new ScutexAuditException(); } if (scutexLicense.IsLicensed == false) { switch (interactionMode) { case InteractionModes.None: IEventLogInteractionService eventLogInteractionService = ObjectLocator.GetInstance <IEventLogInteractionService>(); eventLogInteractionService.Validate(scutexLicense); break; case InteractionModes.Gui: ShowLicensingWindow(scutexLicense); if (FormLicense != null) { scutexLicense = FormLicense; } if (ClientLicense != null) { scutexLicense.IsLicensed = ClientLicense.IsLicensed; scutexLicense.IsActivated = ClientLicense.IsActivated; scutexLicense.ActivatedOn = ClientLicense.ActivatedOn; } break; case InteractionModes.Console: IConsoleInteractionService consoleInteractionService = ObjectLocator.GetInstance <IConsoleInteractionService>(); consoleInteractionService.Validate(scutexLicense); break; case InteractionModes.Silent: ISilentInteractionService silentInteractionService = ObjectLocator.GetInstance <ISilentInteractionService>(); silentInteractionService.Validate(scutexLicense); break; case InteractionModes.Component: break; } } scutexLicense.InterfaceInteraction = InterfaceInteraction; return(scutexLicense); }
public override void OnInteractionTrigger(InteractionModes mode) { soundSelector.PlaySound(audioSource); OnFinish(); }
/// <summary> /// Validates the software trial/demo/license status. This method will /// determine the status and will either preset the user with that /// information or just log it. /// </summary> /// <remarks> /// If the state of Scutex cannot be verified, for example the /// data file or Licensing assembly was tampered with, this method /// will warn the user and kill the entire process. /// </remarks> /// <param name="interactionMode"> /// Determines how, or if, Scutex will report critical information /// to the user. /// </param> public ScutexLicense Validate(InteractionModes interactionMode) { ScutexLicense scutexLicense = licenseManagerService.GetScutexLicense(); if (scutexLicense == null) throw new ScutexAuditException(); if (scutexLicense.IsLicensed == false) { switch (interactionMode) { case InteractionModes.None: IEventLogInteractionService eventLogInteractionService = ObjectLocator.GetInstance<IEventLogInteractionService>(); eventLogInteractionService.Validate(scutexLicense); break; case InteractionModes.Gui: ShowLicensingWindow(scutexLicense); if (FormLicense != null) scutexLicense = FormLicense; if (ClientLicense != null) { scutexLicense.IsLicensed = ClientLicense.IsLicensed; scutexLicense.IsActivated = ClientLicense.IsActivated; scutexLicense.ActivatedOn = ClientLicense.ActivatedOn; } break; case InteractionModes.Console: IConsoleInteractionService consoleInteractionService = ObjectLocator.GetInstance<IConsoleInteractionService>(); consoleInteractionService.Validate(scutexLicense); break; case InteractionModes.Silent: break; } } scutexLicense.InterfaceInteraction = InterfaceInteraction; return scutexLicense; }
public override void OnInteractionTrigger(InteractionModes mode) { #if NESTLE_RV DoLogin(); #endif }