void Start() { GameObject prefabLineToRender = Resources.Load("Line") as GameObject; GameObject lineToRender = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; myLineRenderer = lineToRender.GetComponent <LineRenderer> (); myLineRenderer.enabled = false; graphGenerator = sceneGod.GetComponent <GenerateGraph> (); //rightPinchDetectorScript = rightPinchDetector.GetComponent<LeapPinchDetector> (); //leftPinchDetectorScript = leftPinchDetector.GetComponent<LeapPinchDetector> (); //rightCapsuleHandScript = rightCapsuleHandObject.GetComponent<CapsuleHand>(); //leftCapsuleHandScript = leftCapsuleHandObject.GetComponent<CapsuleHand>(); toggle3DCollider = toggle3DGameObject.GetComponent <Collider> (); toggle3Dscript = toggle3DGameObject.GetComponent <DiageticToggle>(); slider1Collider = slider1.GetComponent <Collider> (); slider1script = slider1.GetComponent <DiageticSlider> (); sliderFollowersCollider = sliderFollowers.GetComponent <Collider>(); sliderFollowersScript = sliderFollowers.GetComponent <DiageticSlider>(); }
void Start() { GameObject prefabLineToRender = Resources.Load("Line") as GameObject; GameObject lineToRender = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; myLineRenderer = lineToRender.GetComponent <LineRenderer>(); myLineRenderer.enabled = false; graphGenerator = this.gameObject.GetComponent <GenerateGraph>(); toggle3DCollider = toggle3DGameObject.GetComponent <Collider>(); toggle3Dscript = toggle3DGameObject.GetComponent <DiageticToggle>(); slider1Collider = slider1.GetComponent <Collider>(); slider1script = slider1.GetComponent <DiageticSlider>(); sliderFollowersCollider = sliderFollowers.GetComponent <Collider>(); sliderFollowersScript = sliderFollowers.GetComponent <DiageticSlider>(); }
void UpdateSliderState(Collider collider, DiageticSlider slider, Ray ray, Vector3 heading, Vector3 p, bool isActive, bool activeThisFrame, string handedness) // updating for both hands is screwing it up { RaycastHit hit = new RaycastHit(); if (slider.state != slider.DRAGGING && isActive && collider.Raycast(ray, out hit, 200.0f)) // start a drag { slider.state = slider.DRAGGING; slider.OnGrab(); slider.handUsed = handedness; // do things related to starting a drag } if (slider.state == slider.DRAGGING && slider.handUsed == handedness) { Vector3 perp = Vector3.Cross(heading, (playerCamera.transform.position - slider.transform.position)); float dir = Vector3.Dot(perp, playerCamera.transform.up); if (dir > 0f) { slider.transform.localPosition = new Vector3(slider.transform.localPosition.x + SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z); } else if (dir < 0f) { slider.transform.localPosition = new Vector3(slider.transform.localPosition.x - SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z); } else { //Debug.Log("ontarget"); } if (slider.UpdateBarValue()) // value changed { performSliderAction(slider.sliderType, slider.currentValue); } if (!isActive) // no longer dragging { NeutralizeSliderState(slider); } } }
void NeutralizeSliderState(DiageticSlider slider) { slider.state = slider.NORMAL; performSliderAction(slider.sliderType, slider.currentValue); slider.UnGrab(); }
void UpdateSliderState(Collider collider, DiageticSlider slider, Ray ray, Vector3 heading, Vector3 p, bool isActive, string handedness) { // updating for both hands is screwing it up RaycastHit hit = new RaycastHit(); if (slider.state != slider.DRAGGING && isActive && collider.Raycast(ray, out hit, 200.0f)) { // start a drag slider.state = slider.DRAGGING; slider.OnGrab(); slider.handUsed = handedness; // do things related to starting a drag } if (slider.state == slider.DRAGGING && slider.handUsed == handedness) { Vector3 perp = Vector3.Cross(heading, (playerCamera.transform.position - slider.transform.position)); float dir = Vector3.Dot(perp, playerCamera.transform.up); if (dir > 0f) { slider.transform.localPosition = new Vector3(slider.transform.localPosition.x + SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z); } else if (dir < 0f) { slider.transform.localPosition = new Vector3(slider.transform.localPosition.x - SLIDER_MOVE_SPEED, slider.transform.localPosition.y, slider.transform.localPosition.z); } else { //Debug.Log("ontarget"); } if (slider.UpdateBarValue()) { // value changed performSliderAction(slider.sliderType, slider.currentValue); } if (!isActive) { // no longer dragging NeutralizeSliderState(slider); } } }
void Start() { GameObject prefabLineToRender = Resources.Load("Line") as GameObject; GameObject lineToRender = Instantiate(prefabLineToRender, new Vector3(0, 0, 0), Quaternion.identity) as GameObject; myLineRenderer = lineToRender.GetComponent<LineRenderer>(); myLineRenderer.enabled = false; graphGenerator = this.gameObject.GetComponent<GenerateGraph>(); toggle3DCollider = toggle3DGameObject.GetComponent<Collider>(); toggle3Dscript = toggle3DGameObject.GetComponent<DiageticToggle>(); slider1Collider = slider1.GetComponent<Collider>(); slider1script = slider1.GetComponent<DiageticSlider>(); sliderFollowersCollider = sliderFollowers.GetComponent<Collider>(); sliderFollowersScript = sliderFollowers.GetComponent<DiageticSlider>(); }