예제 #1
0
        public void RaiseInputClicked(IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, int tapCount, object[] tags = null)
        {
            // Create input event
            sourceClickedEventData.Initialize(source, sourceId, tags, pressType, tapCount);

            // Pass handler through HandleEvent to perform modal/fallback logic
            HandleEvent(sourceClickedEventData, OnInputClickedEventHandler);

            // NOTE: In Unity UI, a "click" happens on every pointer up, so we have RaiseSourceUp call the pointerClickHandler.
        }
예제 #2
0
        public void RaiseInputClicked(IInputSource source, uint sourceId, int tapCount)
        {
            // Create input event
            sourceClickedEventData.Initialize(source, sourceId, tapCount);

            // Pass handler through HandleEvent to perform modal/fallback logic
            HandleEvent(sourceClickedEventData, OnInputClickedEventHandler);

            // UI events
            if (ShouldSendUnityUiEvents)
            {
                PointerEventData unityUIPointerEvent = GazeManager.Instance.UnityUIPointerEvent;
                HandleEvent(unityUIPointerEvent, ExecuteEvents.pointerClickHandler);
            }
        }
예제 #3
0
        public void RaiseInputClicked(IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, int tapCount, object[] tags = null)
        {
            // Create input event
            sourceClickedEventData.Initialize(source, sourceId, tags, pressType, tapCount);

            // Pass handler through HandleEvent to perform modal/fallback logic
            HandleEvent(sourceClickedEventData, OnInputClickedEventHandler);

            if (tapCount == 1)
            {
                try { AfterGestureRecognition.Instance.ExtraTapped(); }
                catch { Debug.Log("Add AfterGestureRecognition script if you want to use Extra Actions"); }
            }
            else if (tapCount == 2)
            {
                try { AfterGestureRecognition.Instance.DoubleTapped(); }
                catch { Debug.Log("Add AfterGestureRecognition script if you want to use Extra Actions"); }
            }
            // NOTE: In Unity UI, a "click" happens on every pointer up, so we have RaiseSourceUp call the pointerClickHandler.
        }