private void HandleControlButtonUp(byte controlId, MLInputControllerButton button) { //wrong or no control? if (Control == null || controlId != Control.Id) { return; } switch (button) { case MLInputControllerButton.Bumper: StopCoroutine("BumperHold"); Bumper = false; OnBumperUp?.Invoke(); break; } }
/// <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, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && button == MLInputControllerButton.Bumper) { //maybe should clean up MeshRenderer gameObjectRenderer = _raycastController.gameObject.GetComponent <MeshRenderer>(); Material newMaterial = new Material(Shader.Find("GreenCursor")); newMaterial.color = Color.blue; // gameObjectRenderer.material = newMaterial; //Thread.Sleep(10000);ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssxxxxxxxxxxxxxxxx //_raycastMode = (RaycastMode)((int)(_raycastMode + 1) % _modeCount); UpdateRaycastMode(); UpdateStatusText(); } }
/// <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, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (button == MLInputControllerButton.Bumper) { _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount); _meshingVisualizer.SetRenderers(_renderMode); } else if (button == MLInputControllerButton.HomeTap) { _bounded = !_bounded; _mlSpatialMapper.gameObject.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize; } } }
private void HandleOnButtonDown(byte controllerId, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (button == MLInputControllerButton.HomeTap) { for (int i = 0; i < _vignette.Count; i++) { _vignette[i].CycleVignetteState(); } } else if (button == MLInputControllerButton.HomeTap) { // _vignette.Reset(); } } }
/// <summary> /// /// </summary> /// <param name="controllerId"></param> /// <param name="button"></param> void HandleControllerButtonDown(byte controllerId, MLInputControllerButton button) { if (!_controller.IsControllerValid(controllerId)) { return; } if (button == MLInputControllerButton.Bumper) { Vector3 position = _controller.transform.position + _controller.transform.forward * _distance; CreateContent(position, _controller.transform.rotation); } else if (button == MLInputControllerButton.HomeTap) { _pcfVisualizer.ToggleDebug(); } }
void OnButtonDown(byte controller_id, MLInputControllerButton button) { if ((button == MLInputControllerButton.Bumper)) { _bumper = true; _beginAnimation = true; GameObject newObject = Instantiate(cloneObject); // transform tutorial // unity tutorial newObject.transform.parent = GameObject.Find("GameObject1").transform; } }
void OnButtonUp(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper) { _bumperPressed = false; } else if (button == MLInputControllerButton.HomeTap) { _homePressed = false; } if (_curScreen == -1) { _Settings.SetActive(false); _screens[_storedScreen].SetActive(true); _curScreen = _storedScreen; } }
/// <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="controller_id">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void OnButtonDown(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper) { _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount); _meshingVisualizer.SetRenderers(_renderMode); } if (button == MLInputControllerButton.HomeTap) { _bounded = !_bounded; _visualBounds.SetActive(_bounded); _mlSpatialMapper.gameObject.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize; } UpdateStatusText(); }
void OnButtonUp(byte controller_id, MLInputControllerButton button) { if ((button == MLInputControllerButton.HomeTap)) { print("HomeTap"); if (menueIsActive) { menue.SetActive(false); menueIsActive = false; } else { menue.SetActive(true); menueIsActive = 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 OnButtonDown(byte controllerId, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId) && MLInputControllerButton.Bumper == button) { if (_autoCapture) { _autoCapture = false; if (!_isCapturing) { GenerateJsonReport(); } } else { _autoCapture = true; TriggerAsyncCapture(); } } }
/// <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="controller_id">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void OnButtonDown(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper) { _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount); _meshingVisualizer.SetRenderers(_renderMode); } if (button == MLInputControllerButton.HomeTap) { _bounded = !_bounded; // Disable the bounds visual. _spatialMapper.ShowBounds(_bounded); _spatialMapper.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize; _spatialMapper.ClearMesh(); } UpdateStatusText(); }
void OnButtonDown(byte contorller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper) { RaycastHit hit; if (Physics.Raycast(controller.Position, transform.forward, out hit)) { GameObject test = hit.collider.gameObject; test.transform.position = new Vector3(0, 0, 400); } } if (button == MLInputControllerButton.HomeTap) { GameObject globe = GameObject.Find("Globe"); globe.transform.position = new Vector3(0, 0, 3); GameObject barChart = GameObject.Find("Plane"); barChart.transform.position = new Vector3(-0.5f, 0, 1f); } }
private void HandleControllerButtonUp(byte controllerId, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (_lastButtonHit != null) { if (_lastButtonHit.OnControllerButtonUp != null) { _lastButtonHit.OnControllerButtonUp(button); } _pointerLight.color = _pointerLightColorHit; _isGrabbing = false; } else { _pointerLight.color = _pointerLightColorNoHit; } } }
void MLInput_OnButtonUp(byte controller_id, MLInputControllerButton button) { //Debug.Log("On button up: " + controller_id + " (mine is " + _controller.Id + ")"); if (controller_id != _controller.Id) { //Debug.Log("Not mine, return"); return; } int buttonId = -1; switch (button) { case MLInputControllerButton.Bumper: buttonId = (int)Control.Bumper; break; case MLInputControllerButton.HomeTap: buttonId = (int)Control.Home; break; } Debug.Log("Button id is " + buttonId); if (buttonId != -1) { buttonFrameState[buttonId] = ButtonFrameState.ClickedUp; buttonDownState[buttonId] = false; #if DEBUG_ML_CONTROLLER Debug.Log(Time.frameCount + ": Setting frame state - " + (Control)buttonId + " to up"); #endif Debug.Log("Do the callback"); if (OnMagicLeapControllerButtonStateChange != null) { OnMagicLeapControllerButtonStateChange(this, (Control)buttonId, ButtonFrameState.ClickedUp); } } else { Debug.LogError("Not catching a button: " + buttonId); } }
// Home button to spawn soldier void OnButtonUp(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.HomeTap && canBuildSoldier > 0 && Island != GameObject.Find("GameObject1") && Island != GameObject.Find("GameObject4") && Island != GameObject.Find("GameObject5")) { GameObject newSoldier = Instantiate(soldierList[soldierCount % 3]) as GameObject; soldierCount = soldierCount + 1; canBuildSoldier = canBuildSoldier - 1; // at some position of the island newSoldier.transform.parent = Island.transform; newSoldier.transform.localPosition = new Vector3(-((soldierCount / 5) % 3) - 1, 0, (soldierCount % 5) * (-1) + 2); newSoldier.transform.localScale = new Vector3(0.3f, 0.3f, 0.3f); } }
/// <summary> /// Handles the event for trigger down. /// </summary> /// <param name="controllerId">The id of the controller.</param> /// <param name="button">The button that was pressed.</param> private void HandleOnButtonDown(byte controllerId, MLInputControllerButton button) { MLInputController controller = _controllerConnectionHandler.ConnectedController; if (controller != null && controller.Id == controllerId) { if (button == MLInputControllerButton.HomeTap && GameStateManager.instance.currentGamePhase == GameStateManager.Phase.ONBOARDING_P1) { Bomb.transform.SetParent(transform); var rb = Bomb.GetComponent <Rigidbody>(); rb.AddForce(Vector3.zero); rb.useGravity = false; rb.isKinematic = true; rb.constraints = RigidbodyConstraints.None; Bomb.transform.position = Bomb.transform.parent.position; GameStateManager.instance.currentGamePhase = GameStateManager.Phase.PLACING_BOMB; } } }
/// <summary> /// Toggles the placement of the plant model. /// </summary> /// <param name="controllerId"></param> /// <param name="button"></param> private void HandleOnButtonDown(byte controllerId, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper) { if (_plantModel.transform.parent == null) { _raycastCursor.gameObject.SetActive(true); _plantModel.transform.SetParent(_raycastCursor); _plantModel.transform.localPosition = Vector3.zero; _plantModel.transform.localRotation = Quaternion.Euler(90, 0, 0); } else if (_plantModel.transform.parent == _raycastCursor) { _raycastCursor.gameObject.SetActive(false); _plantModel.transform.SetParent(null); } } }
private void HandleOnButtonDown(byte controllerId, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid(controllerId)) { if (_canCapture && button == MLInputControllerButton.Bumper) { _captureMode = (_captureMode == CaptureMode.Delayed) ? CaptureMode.Inactive : _captureMode + 1; // Stop & Start to clear the previous mode. if (_isCapturing) { StopCapture(); } if (_captureMode != CaptureMode.Inactive) { StartCapture(); } } } }
///<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 pressed.</param> private void OnControllerButtonUp(byte controller_id, MLInputControllerButton button) { #if !UNITY_EDITOR // Removing calibration step from ML Remote Host builds. // Reset to new calibration spot in front of view. if (button == MLInputControllerButton.HomeTap) { if (!_isCalibrated) { // Calculate the calibration offsets. _calibratedPosition = _calibratedPosition - _controller.Position; _calibratedOrientation = _calibratedOrientation * Quaternion.Inverse(_controller.Orientation); } else { // If already calibrated then reset to static calibration in front of view. ResetTransform(); } _isCalibrated = !_isCalibrated; } #endif }
/// <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, MLInputControllerButton button) { if (_controllerConnectionHandler.IsControllerValid() && _controllerConnectionHandler.ConnectedController.Id == controllerId) { if (button == MLInputControllerButton.Bumper) { // Sets the color of the Bumper to the default color. _bumperButtonMaterial.color = _defaultColor; } else if (button == MLInputControllerButton.HomeTap) { // Note: HomeTap is NOT a button. It's a physical button on the controller. // But in the application side, the tap registers as a ButtonUp event and there is NO // ButtonDown equivalent. We cannot detect holding down the Home (button). The OS will // handle it as either a return to the icon grid or turning off the controller. _homeButtonMaterial.color = _activeColor; StartCoroutine(RestoreHomeColor()); } } }
void OnButtonUp(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.HomeTap) { _enabled = !_enabled; if (_enabled) { exitObj.SetActive(true); } else { exitObj.SetActive(false); GameObject.FindGameObjectWithTag("ActivitySequenceManager").GetComponent <ActivitySequenceManager>().goToNextActivity(); } } if (button == MLInputControllerButton.Bumper) { _bumper = false; } }
private void HandleControlButtonDown(byte controlId, MLInputControllerButton button) { //wrong or no control? if (Control == null || controlId != Control.Id) { return; } switch (button) { case MLInputControllerButton.Bumper: StartCoroutine("BumperHold"); Bumper = true; OnBumperDown?.Invoke(); //double? if (Time.realtimeSinceStartup - _lastBumperTime < _bumperDoubleTapDuration) { OnDoubleBumper?.Invoke(); } _lastBumperTime = Time.realtimeSinceStartup; break; case MLInputControllerButton.HomeTap: OnHomeButtonTap?.Invoke(); //double? if (Time.realtimeSinceStartup - _lastHomeTime < _homeDoubleDuration) { OnDoubleHome?.Invoke(); } _lastHomeTime = Time.realtimeSinceStartup; break; } }
void HandleOnButtonDown(byte controller_id, MLInputControllerButton button) { // Callback - Button Down if (button == MLInputControllerButton.Bumper) { _bumperIndex++; BtnState = ButtonStates.Pressed; //Our code if (_bumperIndex < 3) { _audioSource.Play(); _textController.NextItem(); } if (_bumperIndex == 3) { _textController.gameObject.SetActive(false); FruitTray.SetActive(true); } if (_bumperIndex == 4) { Hydroponics_1.SetActive(true); FruitTray.SetActive(false); } if (_bumperIndex == 5) { Hydroponics_2.SetActive(true); } if (_bumperIndex == 6) { Hydroponics_3.SetActive(true); } } }
/// <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="controller_id">The id of the controller.</param> /// <param name="button">The button that is being released.</param> private void OnButtonDown(byte controller_id, MLInputControllerButton button) { if (button == MLInputControllerButton.Bumper || button == MLInputControllerButton.Move) { _renderMode = (MeshingVisualizer.RenderMode)((int)(_renderMode + 1) % _renderModeCount); _meshingVisualizer.SetRenderers(_renderMode); } // On MLMA, trigger is represented with the app button. if (button == MLInputControllerButton.App) { OnTriggerDown(0, 1.0f); } if (button == MLInputControllerButton.HomeTap) { _bounded = !_bounded; // Disable the bounds visual. _spatialMapper.ShowBounds(_bounded); _spatialMapper.transform.localScale = _bounded ? _boundedExtentsSize : _boundlessExtentsSize; _spatialMapper.ClearFragments(); } UpdateStatusText(); }
void OnButtonUp(byte controller_id, MLInputControllerButton button) { //Debug.Log("On button up!"); string curState = PickPlaceState.GetComponent <PickAndPlaceState>().GetState(); if (button == MLInputControllerButton.HomeTap) //Home Button tapped { if (curState == "CALIBRATE") //Robot calibration is on. We should switch to stable mode, and turn off the laser { LaserEnd.transform.parent.transform.parent.transform.parent.gameObject.SetActive(false); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("STABLE"); } if (curState == "STABLE") //Robot is in stable mode. Should switchg to calibrate mode, and turn on laser { LaserEnd.transform.parent.transform.parent.transform.parent.gameObject.SetActive(true); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("CALIBRATE"); } if (curState == "SELECT_ITEM_MESH") //in menu screen and home button, should global reset to stable. { menu.SetActive(false); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("STABLE"); } if (curState == "SELECT_ITEM_POSE" || curState == "SELECT_GRASP_POSE" || curState == "SELECT_PICK_POSE" || curState == "SELECT_PLACE_POSE" || curState == "SELECT_PLACE_LOC_POSE") { Destroy(SetParentGO); LaserEnd.transform.parent.transform.parent.transform.parent.gameObject.SetActive(false); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("STABLE"); } } if (button == MLInputControllerButton.Bumper) //bumper tapped { if (curState == "CALIBRATE") { robot.transform.position = LaserEnd.transform.position; } if (curState == "STABLE") //Robot is in stable mode. Should switchg to SelectItemMesh mode, turn on menu { menu.SetActive(true); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_ITEM_MESH"); } if (curState == "SELECT_ITEM_MESH") //select item mesh is on. Switch to SetItemPose, deactivate menu, get grounded item model, set it to child of Grounded Items, reactive laser. { menu.SetActive(false); SetItemGO = Instantiate(menu.GetComponent <MenuScriptPickAndPlace>().getSelectedGO()); SetParentGO = new GameObject(SetItemGO.name); SetParentGO.transform.SetParent(GroundedItems.transform); SetItemGO.transform.SetParent(SetParentGO.transform); SetItemGO.name = "PICK_ITEM"; SetParentGO.transform.localRotation = Quaternion.identity; SetParentGO.transform.localPosition = Vector3.zero; SetItemGO.transform.localRotation = Quaternion.identity; SetItemGO.transform.localPosition = Vector3.zero; SetParentGO.transform.localPosition = new Vector3(0, 0, 0); LaserEnd.transform.parent.transform.parent.transform.parent.gameObject.SetActive(true); LaserEnd.transform.localPosition = new Vector3(0, 0.1f, 0); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_ITEM_POSE"); } if (curState == "SELECT_ITEM_POSE") //select item pose is on. Switch to End Effector Pose. Add End Effector to scene. Make it child of SetItemGO. { //Debug.Log("Select grasp pose has changed"); SetGraspGO = Instantiate(EECopyModel); Debug.Log("enter color"); Material colormat = SetItemGO.GetComponent <MeshRenderer>().material; Component[] partsToColor = SetGraspGO.GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer colorpart in partsToColor) { Debug.Log("COLORING!"); colorpart.material = colormat; } //GameObject wtf = Instantiate(UnityRobotLeftHand, robot.transform.GetChild(0)).gameObject; //GameObject wtf = Instantiate(robot).gameObject; //GameObject wtff = wtf.Find("left_ee_link"); //wtf.name = "wtf"; SetGraspGO.name = "GRASP_POSE_PICK"; //GameObject wtff = wtf.transform.GetChild(0).GetChild(1).GetChild(2).GetChild(2).GetChild(2).GetChild(5).GetChild(2).GetChild(2).GetChild(2).GetChild(2).GetChild(2).GetChild(2).GetChild(2).GetChild(2).GetChild(2).gameObject; //Debug.Log //Quaternion globpos = wtff.transform.rotation; // Debug.Log("Glob1"); //Debug.Log(wtff.transform.rotation); //Quaternion wtffpos = wtff.transform.localRotation; //wtff.transform.SetParent(SetGraspGO.transform, true); //Debug.Log("Glob2"); //wtff.transform.rotation = globpos; //Debug.Log(wtff.transform.rotation); //wtff.transform.localRotation = wtffpos; //SetGraspGO.transform.SetParent(SetItemGO.transform); //REDO THIS LATER SetGraspGO.transform.SetParent(SetParentGO.transform); SetGraspGO.transform.localRotation = Quaternion.identity; SetGraspGO.transform.localPosition = Vector3.zero; //SetGraspGO.transform.SetParent(SetParentGO.transform); //Debug.Log("Scoop scoop"); //Debug.Log(ROSRobotLeftHand.getRotation()); //Debug.Log(ROSRobotLeftHand.getRotation().eulerAngles); //SetGraspGO.transform.localRotation = ROSRobotLeftHand.getRotation(); //apply rotation to the temp object //Debug.Log("(ERIC) UNITY quaterion to be sent - temp"); //Debug.Log(SetGraspGO.transform.localRotation); //Debug.Log("Rotaiton values of unity hand are below"); //Debug.Log(UnityRobotLeftHand.transform.rotation); //SetGraspGO.transform.GetChild(0).rotation = ROSRobotLeftHand.getRotation(); //SetGraspGO.transform.GetChild(0).rotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); //Debug.Log("UnityRobotLeftHandGlobal"); //Debug.Log(SetGraspGO.transform.GetChild(0).localRotation.eulerAngles); //Debug.Log("UnityVirtualLeftHandGlobal"); //Debug.Log(ROSRobotLeftHand.getRotation()); //SetGraspGO.transform.GetChild(0).localRotation = Quaternion.Inverse(UnityRobotLeftHand.transform.rotation) * robot.transform.rotation; //wtf.transform.rotation = Quaternion.Inverse(UnityRobotLeftHand.transform.rotation)*robot.transform.rotation; //Debug.Log("Instantied a grasper!"); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_GRASP_POSE"); } if (curState == "SELECT_GRASP_POSE") //select item pose is on. Switch to End Effector Pose. Add End Effector to scene. Make it child of SetItemGO. { SetItemGO.transform.SetParent(SetGraspGO.transform); //already placed the gripper, make it a child of object SetPickGO = Instantiate(SetPoseCopyModel); Material colormat = SetItemGO.GetComponent <MeshRenderer>().material; Component[] partsToColor = SetPickGO.GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer colorpart in partsToColor) { Debug.Log("COLORING!"); colorpart.material = colormat; } SetPickGO.name = "PICK_LOC"; LaserEnd.transform.localPosition = new Vector3(0, 1.5f, 0); //Debug.Log("Instantied a go to!"); SetPickGO.transform.SetParent(SetParentGO.transform); SetPickGO.transform.localRotation = Quaternion.identity; SetPickGO.transform.localPosition = Vector3.zero; PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_PICK_POSE"); } if (curState == "SELECT_PICK_POSE") { //SetPlaceGO = Instantiate(menu.GetComponent<MenuScriptPickAndPlace>().getSelectedGO()); //eric you touched this line below last //SetPlaceGO = Instantiate(SetGraspGO); SetPlaceGO = Instantiate(EECopyModel); SetPlaceGO.name = "GRASP_POSE_PLACE"; LaserEnd.transform.localPosition = new Vector3(0, 0.1f, 0); SetPlaceGO.transform.SetParent(SetParentGO.transform); SetPlaceGO.transform.localRotation = Quaternion.identity; SetPlaceGO.transform.localPosition = Vector3.zero; PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_PLACE_POSE"); } if (curState == "SELECT_PLACE_POSE") //go into mode to place final base { SetPlaceLocGO = Instantiate(SetPoseCopyModel); Material colormat = SetItemGO.GetComponent <MeshRenderer>().material; Component[] partsToColor = SetPlaceLocGO.GetComponentsInChildren <MeshRenderer>(); foreach (MeshRenderer colorpart in partsToColor) { Debug.Log("COLORING!"); colorpart.material = colormat; } LaserEnd.transform.localPosition = new Vector3(0, 1.5f, 0); SetPlaceLocGO.name = "PLACE_LOC"; Debug.Log("Instantied a go to!"); SetPlaceLocGO.transform.SetParent(SetParentGO.transform); SetPlaceLocGO.transform.localRotation = Quaternion.identity; SetPlaceLocGO.transform.localPosition = Vector3.zero; PickPlaceState.GetComponent <PickAndPlaceState>().SetState("SELECT_PLACE_LOC_POSE"); } if (curState == "SELECT_PLACE_LOC_POSE") { //Correc the GRASP POSE SetGraspGO.transform.SetParent(SetParentGO.transform); //SetPlaceGO.transform.GetChild(0).name = "GRASP_POSE_PLACE"; //SetPlaceGO.transform.GetChild(0).SetParent(SetParentGO.transform); LaserEnd.transform.parent.transform.parent.transform.parent.gameObject.SetActive(false); PickPlaceState.GetComponent <PickAndPlaceState>().SetState("STABLE"); } } }
void OnButtonDown(byte controller_id, MLInputControllerButton button) { }
/// <summary> /// Returns true if given MLInputControllerButton has been released during this frame (just one frame). /// </summary> public bool IsButtonReleased(MLInputControllerButton button) { return(buttons[(int)button] == ButtonState.Released); }
private void OnButtonDown(byte controllerId, MLInputControllerButton button) { }
private void HandleOnButtonUp(byte controllerId, MLInputControllerButton button) { }
void OnButtonDown(byte controller_id, MLInputControllerButton button) { Debug.Log("Button pressed"); text.text = "Is it changed?"; //StartCoroutine(SendRequest()); }