public void HandleOver(Collider _collider) { if (_collider.gameObject.tag == "GameController") { return; } if (!inUse) { return; } if (inStretchMode) { return; } // If we hit an interactive item if (_collider.gameObject.GetComponent <VRInteractiveObject> ()) { DeviceVibrate(); touchedObj = _collider.gameObject; m_CurrentInteractible = touchedObj.GetComponent <VRInteractiveObject> (); m_CurrentInteractible.StartTouching(gameObject); } }
private void OnTriggerEnter(Collider collider) { Debug.Log("!"); // ignore if it's another controller if (collider.gameObject.tag == "GameController") { return; } // ignore if already grabbing something if (grabSomething) { return; } // If we hit an interactive item if (collider.gameObject.GetComponent <VRInteractiveObject> ()) { DeviceVibrate(); //Debug.Log (gameObject.name + " touch " + collider.name); touchedObj = collider.gameObject; m_CurrentInteractible = touchedObj.GetComponent <VRInteractiveObject> (); m_CurrentInteractible.StartTouching(gameObject); if (touchedObj.GetComponent <Rigidbody> ()) { objHasRigidbody = true; if (touchedObj.GetComponent <Rigidbody> ().isKinematic) { objIsKinematic = true; } else { objIsKinematic = false; } } else { objHasRigidbody = false; } } }
public void HandleOver(Collider _collider) { if (_collider.CompareTag("GameController")) { return; } if (!inUse) { return; } // ignore if in self-stretching mode // if (m_inSelfScalingMode || m_inSelfScalingSupportMode) if (isBusySelfScaling) { return; } // ignore if already grabbing something if (grabSomething) { return; } if (inStretchMode) { return; } // If we hit an interactive item if (_collider.gameObject.GetComponent <VRInteractiveObject> ()) { DeviceVibrate(); touchedObj = _collider.gameObject; m_CurrentInteractible = touchedObj.GetComponent <VRInteractiveObject> (); m_CurrentInteractible.StartTouching(gameObject); } }
public void HandleStay(Collider _collider) { if (_collider.gameObject.tag == "GameController") { return; } // double check if after triggerExit, but still try to grab but not being able to do triggerEnter if (!inUse) { return; } // ignore if in self-stretching mode // if (m_inSelfScalingMode || m_inSelfScalingSupportMode) if (isBusySelfScaling) { return; } // ignore if already grabbing something if (grabSomething || touchedObj) { return; } // If we hit an interactive item if (_collider.gameObject.GetComponent <VRInteractiveObject> ()) { DeviceVibrate(); touchedObj = _collider.gameObject; m_CurrentInteractible = touchedObj.GetComponent <VRInteractiveObject> (); m_CurrentInteractible.StartTouching(gameObject); } }