private void UpdateFromPointerManager() { // Update the pointers states according to the states in the pointer manager. for (int i = 0; i < UnityPointerManager.Instance.ExpectedPointerCount; ++i) { UnityPointerManager.PointerData pData = UnityPointerManager.Instance.m_currentPointers[i]; // If the data is different, then change the state. if (m_pointerVisData[i].m_pData != pData) { m_pointerVisData[i].m_pData = pData; if (pData.m_pointer == null) // The pointer was lost. { if (m_pointerVisData[i].m_currentDrawnState < DrawnState.FadingOut) { //Debug.Log(Time.frameCount + " Fading out pointer: " + i); m_pointerVisData[i].m_currentDrawnState = DrawnState.FadingOut; } } else { // No drawn state before, so its a new pointer if (m_pointerVisData[i].m_currentDrawnState != DrawnState.FadingIn) { m_pointerVisData[i].m_currentDrawnState = DrawnState.FadingIn; //Debug.Log(Time.frameCount + " Fading in pointer: " + i); m_pointerVisData[i].AssignColor(m_pointerColors); } } } } }
// display pointer information private void ShowPointerDebugInfo() { UnityPointerManager pointerManager = GetComponent <UnityPointerManager>(); if (pointerManager == null) { return; } UnityPointerManager.PointerData[] pointers = pointerManager.m_currentPointers; for (int i = 0; i < pointers.Length && i < m_pointerColors.Length; ++i) { UnityPointerManager.PointerData curPointer = pointers[i]; if (curPointer.m_pointer == null) { continue; } GUI.color = m_pointerColors[i]; float posX, posY; posX = curPointer.m_position.x * Screen.width - CURSOR_SIZE / 2; posY = curPointer.m_position.y * Screen.height - CURSOR_SIZE / 2; GUI.Label(new Rect(posX, posY, CURSOR_SIZE, CURSOR_SIZE), m_cursorTexture); } }
public PointerHit(int pointerID, UnityPointerManager.PointerData pointerRef) { m_pointerID = pointerID; m_pointerRef = pointerRef; }
//public OmekFramework.Beckon.BasicTypes.BeckonDefines.Hand m_handSide; public PointerVisualizationData(UnityPointerManager.PointerData pData) { m_pData = pData; m_currentDrawPosition = new Vector2(Screen.width / 2f, Screen.height / 2f); m_currentDrawnState = DrawnState.NA; }