void Start() { _stateManagerMutatorRef = init._stateManagerMutatorRef; _props = init.props; displayPropInMenu(spawnableProp); }
private void Awake() { _stateManagerMutatorRef = init._stateManagerMutatorRef; _hand2 = inputManager.hand2.gameObject.transform; _trackedController2 = inputManager.trackedController2; laserLineRenderer = GetComponent <LineRenderer>(); }
void Start() { _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; //create "chunks" groups of 4 to display the object chunkedList = ListExtensions.ChunkBy(propController.propObjects, 4); showPropObjectPage(0); }
void Start() { _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; inputManager.trackedController2.Gripped += gripped; inputManager.trackedController2.Ungripped += ungripped; player = GameObject.Find("Player"); handRB = GameObject.Find("handColliderFollow").GetComponent <Rigidbody>(); }
void Awake() { rotationGizmos = GameObject.Find("rotationGizmos"); props = GameObject.Find("props"); deletePanel = GameObject.Find("deletePanel"); deletedProps = GameObject.Find("deletedProps"); vrCamera = GameObject.Find("VRCamera"); _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; }
void Awake() { rotationGizmos = GameObject.Find("rotationGizmos"); props = GameObject.Find("props"); deletePanel = GameObject.Find("deletePanel"); deletedProps = GameObject.Find("deletedProps"); vrCamera = GameObject.Find("VRCamera"); scaleController = GameObject.Find("scaleController"); raycastPoint = GameObject.Find("raycastPoint"); _stateManagerMutatorRef = FindObjectOfType(typeof(stateManager)) as stateManager; }
private void Awake() { if (Instance == null) { Instance = this; DontDestroyOnLoad(gameObject); } else { Destroy(gameObject); } }
private void Start() { _stateManagerMutatorRef = init._stateManagerMutatorRef; _grabberHand = inputManager.hand2.transform; _trackedController2 = inputManager.trackedController2; stateManager.selectedObjectIsActiveEvent += updateSelectedObjectIsActive; stateManager.objectCollidedWithHandEvent += updateObjectCollidedWithHand; stateManager.selectedObjectEvent += updateSelectedObject; _trackedController2.TriggerClicked += triggerClicked; _trackedController2.TriggerUnclicked += triggerUnclicked; }
private void OnEnable() { _hand2 = inputManager.hand2.transform; _stateManagerMutatorRef = init._stateManagerMutatorRef; _rotationGizmos = init.rotationGizmos; _props = init.props; _trackedController2 = inputManager.trackedController2; stateManager.rotationGizmoIsSelectedEvent += updateRotationGizmoIsSelected; stateManager.rotationModeEvent += updateRotationModeEvent; _trackedController2.TriggerUnclicked += triggerUnclicked; _rotationGizmos.SetActive(true); _rotationGizmos.transform.position = transform.position; }
void Start() { _stateManagerMutatorRef = init._stateManagerMutatorRef; _trackedController2 = inputManager.trackedController2; _hand2 = inputManager.hand2; //--Gets reparented in the selector hand and set to the hands position transform.parent = _hand2.transform; transform.localPosition = Vector3.zero; _trackedController2.PadTouched += padTouched; _trackedController2.PadUntouched += padUntouched; stateManager.selectedObjectIsActiveEvent += updateSelectedObjectIsActive; stateManager.rotationGizmoIsSelectedEvent += updateRotationGizmoIsSelected; }
private void Awake() { stateManager.rotationGizmoIsSelectedEvent += updateRotationGizmoIsSelected; //Match up the hardware index with the "steamVR Hand2" //So the Hand2 is always the starting rightmost hand reletive to the HMD //Not sure why steamVR's select hand option doesn't do this, let me know if you figure it out hand1 = GameObject.Find("Hand1").GetComponent <Valve.VR.InteractionSystem.Hand>(); hand2 = GameObject.Find("Hand2").GetComponent <Valve.VR.InteractionSystem.Hand>(); trackedController1 = hand1.gameObject.GetComponent <SteamVR_TrackedController>(); trackedController2 = hand2.gameObject.GetComponent <SteamVR_TrackedController>(); trackedObject2 = hand2.GetComponent <SteamVR_TrackedObject>(); selectorHand = SteamVR_Controller.Input((int)trackedObject2.index); //This method depends on another steamVR method which fires 1s after the app starts. //The steamVR method finds the hardware indecies of the controllers Invoke("setControllerIndecies", 1.2f); _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; stateManager.selectedObjectIsActiveEvent += updateSelectedObjectIsActive; }
: new InternalClrEntityEntry(stateManager, entityType, entity);
? (InternalEntityEntry) new InternalMixedEntityEntry(stateManager, entityType, entity, valueBuffer) : new InternalClrEntityEntry(stateManager, entityType, entity);
=> NewInternalEntityEntry(stateManager, entityType, entity, valueBuffer);
=> base.Create( stateManager, entityType, entity, valueBuffer.IsEmpty && CreateValueBuffer(entityType, entity, out ValueBuffer repairedValueBuffer)
=> base.Create( stateManager, entityType, entity, valueBuffer.IsEmpty
private void Start() { _stateManagerMutatorRef = init._stateManagerMutatorRef; }
? new InternalShadowEntityEntry(stateManager, entityType, valueBuffer) : entityType.ShadowPropertyCount() > 0
return(new InternalShadowEntityEntry(stateManager, entityType, valueBuffer));
private void Awake() { _stateManagerMutatorRef = FindObjectOfType(typeof(stateManager)) as stateManager; stateManager.selectedObjectEvent += updateSelectedObject; }
private void Awake() { _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; stateManager.selectedObjectIsActiveEvent += updateSelectedObjectIsActive; selectorHand = inputManager.hand2.gameObject.transform; }
private void Awake() { _stateManagerMutatorRef = GameObject.FindObjectOfType(typeof(stateManager)) as stateManager; }