private void OnItemGazedOff(object sender, GazeEventArgs eventArguments) { if (currentItem != null) { currentItem.GazedOff(); } }
protected virtual void OnGazedOff(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.IsChildOf(transform)) { CurrentElement = null; } }
protected virtual void OnGazedAt(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.IsChildOf(transform)) { CurrentElement = eventArguments.Hit.GetComponent <NavigationElement>(); } }
protected override void OnGazedOff(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.IsChildOf(transform) && CurrentElement != null) { CurrentElement.OnGazedOff(); } base.OnGazedOff(sender, eventArguments); }
protected override void OnGazedOff(object sender, GazeEventArgs eventArguments) { if (CurrentElement != null) { CurrentElement.OnGazedOff(); } base.OnGazedOff(sender, eventArguments); }
private void OnItemGazedAt(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.GetComponent <CurvedUIButton>() != null) { pillars.UIController.GazedAt(eventArguments.Hit.GetComponent <CurvedUIButton>()); return; } MenuNode hitNode = eventArguments.Hit.GetComponent <MenuNode>(); // Maybe we hit a reference node if (hitNode == null) { ReferenceNode reference = eventArguments.Hit.GetComponent <ReferenceNode>(); hitNode = (reference != null) ? reference.Node : null; } // Still nothing if (hitNode == null) { return; } MenuNode node = null; // When on the galaxy, only select planets if (selectedNode.NodeType == MenuNodeType.Galaxy && hitNode.NodeType == MenuNodeType.Planet) { node = hitNode; } // When on a planet, can only focus on anything other then other planets else if (selectedNode.NodeType == MenuNodeType.Planet && hitNode.NodeType != MenuNodeType.Pillar && hitNode.NodeType != MenuNodeType.Planet) { node = hitNode; } // When on the surface, can only focus on pillar or last planet else if (selectedNode.NodeType == MenuNodeType.Surface && (hitNode == lastNode || hitNode.NodeType == MenuNodeType.Pillar)) { node = hitNode; } // If the node changed if (node != null && node != focusedNode && node.NodeType != selectedNode.NodeType) { // De-select the old one, if one. if (focusedNode != null) { focusedNode.Focused = false; } // Change the old one and select it focusedNode = node; focusedNode.Focused = true; } }
private void OnItemGazedOff(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.GetComponent <CurvedUIButton>() != null) { CurvedUIController.GazedOff(eventArguments.Hit.GetComponent <CurvedUIButton>()); return; } // Nothing is looked at. if (GazeWatcher.CurrentGazedItems.Count <= 0 && focusedNode != null) { focusedNode.Focused = false; focusedNode = null; } }
private void OnItemGazedAt(object sender, GazeEventArgs eventArguments) { if (eventArguments.Hit.GetComponent <CurvedUIButton>() != null) { CurvedUIController.GazedAt(eventArguments.Hit.GetComponent <CurvedUIButton>()); return; } MenuNode hitNode = eventArguments.Hit.GetComponent <MenuNode>(); // Maybe we hit a reference node if (hitNode == null) { ReferenceNode reference = eventArguments.Hit.GetComponent <ReferenceNode>(); hitNode = (reference != null) ? reference.Node : null; } // Still nothing if (hitNode == null) { return; } MenuNode node = null; node = hitNode; // If the node changed if (node != null && node != focusedNode) { // De-select the old one, if one. if (focusedNode != null) { focusedNode.Focused = false; } // Change the old one and select it focusedNode = node; focusedNode.Focused = true; } }
private void OnItemGazedOff(object sender, GazeEventArgs eventArguments) { }
private void OnItemGazedAt(object sender, GazeEventArgs eventArguments) { currentItem = eventArguments.Hit.GetComponent <BaseEquipItem>(); currentItem.GazedAt(); }