예제 #1
0
 IEnumerator ButtonCooldownChecker(VRTK_ArtificialPusher button) //Cooldown for button, wait until its halfway back to unpush to allow it to be pushed again
 {
     buttonCD = true;
     while (button.GetNormalizedValue() > 0.5f)
     {
         yield return(new WaitForEndOfFrame());
     }
     buttonCD = false;
     yield return(null);
 }
예제 #2
0
 protected virtual void OnEnable()
 {
     buttonEvents = GetComponent <VRTK_PhysicsPusher>();
     if (buttonEvents != null)
     {
         buttonEvents.MaxLimitReached += MaxLimitReached;
     }
     artbuttonEvents = GetComponent <VRTK_ArtificialPusher>();
     if (artbuttonEvents != null)
     {
         artbuttonEvents.MaxLimitReached += MaxLimitReached;
     }
 }
예제 #3
0
 protected virtual void SetPositionTarget(VRTK_BaseControllable obj, float newTarget)
 {
     if (obj.GetType() == typeof(VRTK_PhysicsPusher))
     {
         VRTK_PhysicsPusher physicsObj = obj as VRTK_PhysicsPusher;
         physicsObj.positionTarget = newTarget;
     }
     else if (obj.GetType() == typeof(VRTK_ArtificialPusher))
     {
         VRTK_ArtificialPusher artificialObj = obj as VRTK_ArtificialPusher;
         artificialObj.SetPositionTarget(newTarget);
     }
 }
예제 #4
0
 protected virtual void SetStayPressed(VRTK_BaseControllable obj, bool state)
 {
     if (obj.GetType() == typeof(VRTK_PhysicsPusher))
     {
         VRTK_PhysicsPusher physicsObj = obj as VRTK_PhysicsPusher;
         physicsObj.stayPressed = state;
     }
     else if (obj.GetType() == typeof(VRTK_ArtificialPusher))
     {
         VRTK_ArtificialPusher artificialObj = obj as VRTK_ArtificialPusher;
         artificialObj.SetStayPressed(state);
     }
 }