public void OnInputClicked(InputEventData eventData) { if (IsEnabled) { ButtonPressed.RaiseEvent(); } }
public void OnInputClicked(InputEventData eventData) { if (isLocalPlayer) { CmdFire(); } }
public void OnInputClicked(InputEventData eventData) { // If we have a text to speech manager on the target object, say something. // This voice will appear to emanate from the object. if (TextToSpeech != null) { // Get the name var voiceName = Enum.GetName(typeof(TextToSpeechVoice), TextToSpeech.Voice); // Create message var msg = string.Format("This is the {0} voice. It should sound like it's coming from the object you clicked. Feel free to walk around and listen from different angles.", voiceName); // Speak message TextToSpeech.SpeakText(msg); } }
public void OnInputClicked(InputEventData eventData) { // On each tap gesture, toggle whether the user is in placing mode. placing = !placing; // If the user is in placing mode, display the spatial mapping mesh. if (placing) { spatialMappingManager.DrawVisualMeshes = true; Debug.Log(gameObject.name + " : Removing existing world anchor if any."); anchorManager.RemoveAnchor(gameObject); } // If the user is not in placing mode, hide the spatial mapping mesh. else { spatialMappingManager.DrawVisualMeshes = false; // Add world anchor when object placement is done. anchorManager.AttachAnchor(gameObject, SavedAnchorFriendlyName); } }
public void OnInputClicked(InputEventData eventData) { PlaneTargetGroupPicker.Instance.PickNewTarget(); }
public void OnInputDown(InputEventData eventData) { if (isDragging) { // We're already handling drag input, so we can't start a new drag operation. return; } if (!eventData.InputSource.SupportsInputInfo(eventData.SourceId, SupportedInputInfo.Position)) { // The input source must provide positional data for this script to be usable return; } currentInputSource = eventData.InputSource; currentInputSourceId = eventData.SourceId; StartDragging(); }
public void OnInputUp(InputEventData eventData) { if (currentInputSource != null && eventData.SourceId == currentInputSourceId) { StopDragging(); } }
/// <summary> /// Function for consuming the OnInputUp events /// </summary> /// <param name="eventData"></param> public virtual void OnInputUp(InputEventData eventData) { IsInputSourceDown = false; }
/// <summary> /// Function for receiving OnInputDown events from InputManager /// </summary> /// <param name="eventData"></param> public virtual void OnInputDown(InputEventData eventData) { IsInputSourceDown = true; }
/// <summary> /// Function for receiving OnInputClicked events from InputManager /// </summary> /// <param name="eventData"></param> public virtual void OnInputClicked(InputEventData eventData) { // Open input socket for other cool stuff... }
public void OnInputUp(InputEventData eventData) { throw new NotImplementedException(); }
void IInputHandler.OnInputDown(InputEventData eventData) { HandleInputAction(eventData); }
void IInputHandler.OnInputUp(InputEventData eventData) { // Let the input fall to the next interactable object. }