/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if ((_mobileControllerConnectionHandler.IsControllerValid(controllerId) || _controllerConnectionHandler.IsControllerValid(controllerId)) && button == MLInput.Controller.Button.Bumper) { PlaceContactsVisualizerFromCamera(); } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controller_id">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { switch (_worldScale.Measurement) { case MLWorldScaleBehavior.ScaleMeasurement.Meters: _worldScale.Measurement = MLWorldScaleBehavior.ScaleMeasurement.Decimeters; break; case MLWorldScaleBehavior.ScaleMeasurement.Decimeters: _worldScale.Measurement = MLWorldScaleBehavior.ScaleMeasurement.Centimeters; break; case MLWorldScaleBehavior.ScaleMeasurement.Centimeters: _worldScale.Measurement = MLWorldScaleBehavior.ScaleMeasurement.CustomUnits; break; case MLWorldScaleBehavior.ScaleMeasurement.CustomUnits: _worldScale.Measurement = MLWorldScaleBehavior.ScaleMeasurement.Meters; break; default: Debug.LogError("Error: WorldScaleExample measurement type is an invalid value, disabling script."); enabled = false; return; } _worldScale.UpdateWorldScale(); } }
private void OnButtonDown(byte controller_id, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controller_id) && button == MLInput.Controller.Button.Bumper) { TranslateLightingCanvas(); } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && MLInput.Controller.Button.Bumper == button && !_isCapturing) { TriggerAsyncCapture(); } }
/// OnButtonUp /// Button event - when bumper is tapped: show summary /// Button event - when bumper is tapped again: reset scene private void OnButtonUp(byte controller_id, MLInput.Controller.Button button) { if (wallStat == WallStat.Summary) { if (button == MLInput.Controller.Button.Bumper) { scoreKeeper.ResetScore(); } else if (button == MLInput.Controller.Button.HomeTap) { summaryText.enabled = false; spawnMngr.enabled = false; scoreText.enabled = false; statusText.enabled = false; beamController.enabled = true; menu.SetActive(true); wallStat = WallStat.Menu; } } else if (wallStat != WallStat.Empty) // in settings or help page { settings.SetActive(false); helpText.enabled = false; wallStat = WallStat.Menu; menu.SetActive(true); } }
/// <summary> /// Handles the event for button down. /// Toggles if the wacom tablet should update it's placement to the user position. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.HomeTap) { _wacomTabletPlacement.PlaceOnUpdate = !_wacomTabletPlacement.PlaceOnUpdate; } }
/// <summary> /// Handles the event for when the controller's Bumper is pressed. /// </summary> private void HandleOnButtonPressed(byte controllerid, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { if (_firstPlacement == true) { PlaceContent(); PlanesVisualizer pv = GetComponent <PlanesVisualizer>(); if (pv != null) { Destroy(pv); } if (_planes != null) { Destroy(_planes); } _firstPlacement = false; Cursor.gameObject.SetActive(true); StatusLabel.gameObject.SetActive(true); } else if (_isValid == true) { _placedContent.Add(_obj); _obj = null; _isValid = false; } } }
private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { StartCoroutine("SingleFrameUpdate"); } }
/// <summary> /// Updates the _rotation's y component to 90 when the Bumper button is pressed down /// </summary> /// <param name="controllerId"></param> /// <param name="button"></param> void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { _rotation.y = 90; } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { _leftButtonHighlight.SetActive(true); } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { PlaceMusicServiceVisualizerFromCamera(); } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { ToggleVisualizers(); } }
/// <summary> /// Handles the event for button down and cycles the raycast mode. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { _raycastMode = (RaycastMode)((int)(_raycastMode + 1) % _modeCount); UpdateRaycastMode(); } }
/// <summary> /// Handles the event for button down and cycles the raycast mode. /// </summary> /// <param name="controller_id">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void OnButtonDown(byte controller_id, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { _raycastMode = (RaycastMode)((int)(_raycastMode + 1) % _modeCount); UpdateRaycastMode(); UpdateStatusText(); } }
private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (button == MLInput.Controller.Button.Bumper) { StartCoroutine("SingleFrameUpdate"); } } }
/// <summary> /// Handles the event for button down and cycles the raycast mode. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInput.Controller.Button.Bumper) { //_raycastMode = (RaycastMode)((int)(_raycastMode + 1) % _modeCount); //UpdateRaycastMode(); Debug.Log("Bumper Press"); PlaceDevice(posToMove); } }
void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.HomeTap) { Application.Quit(); } else if (button == MLInput.Controller.Button.Bumper) { } }
/// <summary> /// Updates the _rotation's y component to 0 when the Bumper button is released /// Resets the Cube's orientation to its original orientation, when the Home Button is pressed and released /// </summary> /// <param name="controllerId"></param> /// <param name="button"></param> void OnButtonUp(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { _rotation.y = 0; } if (button == MLInput.Controller.Button.HomeTap) { // _cube.transform.rotation = _originalOrientation; } }
/// <summary> /// Handles the event for button down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInput.Controller.Button button) { #if PLATFORM_LUMIN if (_controllerConnectionHandler.IsControllerValid() && _controllerConnectionHandler.ConnectedController.Id == controllerId && button == MLInput.Controller.Button.Bumper) { // Sets the color of the Bumper to the active color. _bumperButtonMaterial.color = _activeColor; } #endif }
private void ConfirmArea_HandleControllerButton(byte controllerId, MLInput.Controller.Button button) { switch (button) { case MLInput.Controller.Button.Bumper: PlayerPrefs.DeleteKey(_sessionDataKey); PlayerPrefs.DeleteKey(_sessionMeshKey); Create(); break; } }
void HandleOnButtonUp(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.HomeTap) { _homePressed = false; } // if (button == MLInput.Controller.Button.Bumper) // { // _bumperPressed = false; // } }
/// <summary> /// Handles the event for button up. /// </summary> /// <param name="controller_id">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void HandleOnButtonUp(byte controllerId, MLInput.Controller.Button button) { MLInput.Controller controller = _controllerConnectionHandler.ConnectedController; #if PLATFORM_LUMIN if (controller != null && controller.Id == controllerId && button == MLInput.Controller.Button.Bumper) { // Demonstrate haptics using callbacks. controller.StartFeedbackPatternVibe(MLInput.Controller.FeedbackPatternVibe.ForceUp, MLInput.Controller.FeedbackIntensity.Medium); } #endif }
private void HandleControllerButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && _lastButtonHit != null && !_isGrabbing) { _lastButtonHit.OnControllerButtonDown?.Invoke(button); _pointerLight.color = _pointerLightColorHitPress; if (_grabWithBumper && button == MLInput.Controller.Button.Bumper) { _isGrabbing = true; } } }
/// <summary> /// Handles the event for button down. Starts or stops recording. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being pressed.</param> private void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && MLInput.Controller.Button.Bumper == button) { if (!_isCapturing) { StartCapture(); } else { EndCapture(); } } }
/// <summary> /// Handles the event for button up. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void HandleOnButtonUp(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (button == MLInput.Controller.Button.Bumper) { _leftButtonHighlight.SetActive(false); } else if (button == MLInput.Controller.Button.HomeTap) { _homeTapIndicator.SetActive(true); _timeToDeactivateHome = Time.time + _homeActiveDuration; } } }
void OnButtonUp(byte controller_id, MLInput.Controller.Button button) { // Callback - Button Up if (button == MLInput.Controller.Button.Bumper) { BumperUp.Invoke(); BumperPressed = false; } if (button == MLInput.Controller.Button.HomeTap) { HomeButtonUp.Invoke(); HomeButtonPressed = false; } }
void OnButtonDown(byte controller_id, MLInput.Controller.Button button) { // Callback - Button Down if (button == MLInput.Controller.Button.Bumper) { BumperDown.Invoke(); BumperPressed = true; } if (button == MLInput.Controller.Button.HomeTap) { HomeButtonDown.Invoke(); HomeButtonPressed = true; } }
private void MLInput_OnControllerButtonDown(byte controllerId, MLInput.Controller.Button button) { if (button == MLInput.Controller.Button.Bumper) { isOcclusion = !isOcclusion; if (isOcclusion) { meshingVisualizer.SetRenderers(MagicLeap.MeshingVisualizer.RenderMode.Occlusion); } else { meshingVisualizer.SetRenderers(MagicLeap.MeshingVisualizer.RenderMode.Wireframe); } } }
/// <summary> /// For Mobile App, this initiates/ends the recalibration when the home tap event is triggered /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void HandleOnButtonUp(byte controllerId, MLInput.Controller.Button button) { #if PLATFORM_LUMIN MLInput.Controller controller = _controllerConnectionHandler.ConnectedController; if (_controllerConnectionHandler.IsControllerValid(controllerId) && controller.Type == MLInput.Controller.ControlType.MobileApp && button == MLInput.Controller.Button.HomeTap) { if (!_isCalibrated) { _calibrationOrientation = transform.rotation * Quaternion.Inverse(controller.Orientation); } _isCalibrated = !_isCalibrated; } #endif }
/// <summary> /// Handles the event for button down. Changes render mode if bumper is pressed or /// changes from bounded to boundless and viceversa if home button is pressed. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void OnButtonDown(byte controllerId, MLInput.Controller.Button button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (button == MLInput.Controller.Button.Bumper) { _meshingVisualizer.SetNextRendereMode(); } else if (button == MLInput.Controller.Button.HomeTap) { _bounded = !_bounded; _visualBounds.SetActive(_bounded); _meshingBehavior.gameObject.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize; } } }