////////////////////////////////////////////////////////////////////////////////////////////////
        /*--------------------------------------------------------------------------------------------*/
        public override void TreeUpdate()
        {
            HovercastOpenTransitioner open = gameObject.GetComponent <HovercastOpenTransitioner>();
            HovercastRowTransitioner  row  = gameObject.GetComponent <HovercastRowTransitioner>();
            HovercastInterface        cast = gameObject.GetComponent <HovercastInterface>();
            bool preventHigh = (open.IsTransitionActive || row.IsTransitionActive);

            UpdateItem(cast.OpenItem, row.IsTransitionActive);
            UpdateItem(cast.BackItem, preventHigh);
            UpdateItem(cast.TitleItem, preventHigh);
            UpdateRow(cast.PreviousRow, preventHigh);
            UpdateRow(cast.ActiveRow, preventHigh);
        }
예제 #2
0
        /*--------------------------------------------------------------------------------------------*/
        private void UpdateWithTransitions()
        {
            HovercastOpenTransitioner open = gameObject.GetComponent <HovercastOpenTransitioner>();
            HovercastRowTransitioner  row  = gameObject.GetComponent <HovercastRowTransitioner>();
            HovercastInterface        cast = gameObject.GetComponent <HovercastInterface>();

            float openProg    = open.TransitionProgressCurved;
            float openAlpha   = (cast.IsOpen ? openProg : 1 - openProg);
            float prevAlpha   = openAlpha * (1 - row.TransitionProgressCurved);
            float activeAlpha = openAlpha * row.TransitionProgressCurved;

            FadeItem(cast.OpenItem, 1);
            FadeItem(cast.BackItem, openAlpha);
            FadeItem(cast.TitleItem, openAlpha);
            FadeRow(cast.PreviousRow, prevAlpha);
            FadeRow(cast.ActiveRow, activeAlpha);
        }
        ////////////////////////////////////////////////////////////////////////////////////////////////
        /*--------------------------------------------------------------------------------------------*/
        public void PerformBuild()
        {
            TreeUpdater         treeUp = gameObject.AddComponent <TreeUpdater>();
            HoverCursorFollower follow = gameObject.AddComponent <HoverCursorFollower>();
            HovercastInterface  inter  = gameObject.AddComponent <HovercastInterface>();

            ////

            var adjustGo = new GameObject("TransformAdjuster");

            adjustGo.transform.SetParent(transform, false);
            adjustGo.transform.localPosition = new Vector3(0, 0, 0.02f);
            adjustGo.transform.localRotation = Quaternion.Euler(0, 180, 80);

            var openItemGo = new GameObject("OpenItem");

            openItemGo.transform.SetParent(adjustGo.transform, false);
            openItemGo.transform.localPosition = new Vector3(0, -0.05f, 0);

            var titleItemGo = new GameObject("TitleItem");

            titleItemGo.transform.SetParent(adjustGo.transform, false);

            var backItemGo = new GameObject("BackItem");

            backItemGo.transform.SetParent(adjustGo.transform, false);

            var rowContGo = new GameObject("Rows");

            rowContGo.transform.SetParent(adjustGo.transform, false);
            rowContGo.AddComponent <TreeUpdater>();

            var row0Go = new GameObject("Root");

            row0Go.transform.SetParent(rowContGo.transform, false);

            ////

            BuildOpenItem(openItemGo);
            BuildTitleItem(titleItemGo);
            BuildBackItem(backItemGo);
            BuildRow(row0Go, "Hovercast");

            if (IncludeExampleRows)
            {
                BuildExampleRows(rowContGo, row0Go);
            }

            adjustGo.AddComponent <TreeUpdater>();            //after building items

            ////

            follow.CursorType        = (AttachToLeftHand ? CursorType.LeftPalm : CursorType.RightPalm);
            follow.ObjectsToActivate = new[] { openItemGo, titleItemGo, backItemGo, rowContGo };

            inter.RowContainer = rowContGo.transform;
            inter.ActiveRow    = row0Go.GetComponent <HoverLayoutArcRow>();
            inter.OpenItem     = openItemGo.GetComponent <HoverItemDataSelector>();
            inter.TitleItem    = titleItemGo.GetComponent <HoverItemDataText>();
            inter.BackItem     = backItemGo.GetComponent <HoverItemDataSelector>();

            HovercastOpenTransitioner openTrans = gameObject.AddComponent <HovercastOpenTransitioner>();

            HovercastRowTransitioner rowTrans = gameObject.AddComponent <HovercastRowTransitioner>();

            rowTrans.RowEntryTransition = HovercastRowSwitchingInfo.RowEntryType.FromInside;

#if UNITY_EDITOR
            UnityEditor.Events.UnityEventTools.AddPersistentListener(
                inter.OnOpenToggledEvent, openTrans.OnOpenToggled);
            UnityEditor.Events.UnityEventTools.AddPersistentListener(
                inter.OnRowSwitchedEvent, rowTrans.OnRowSwitched);
#else
            inter.OnOpenToggledEvent.AddListener(openTrans.OnOpenToggled);
            inter.OnRowSwitchedEvent.AddListener(rowTrans.OnRowSwitched);
#endif

            gameObject.AddComponent <HovercastHighlightPreventer>();

            HovercastBackCursorTrigger backTrig = gameObject.AddComponent <HovercastBackCursorTrigger>();
            backTrig.BackTriggerCursorType = follow.CursorType;

            HovercastActiveDirection actDir = gameObject.AddComponent <HovercastActiveDirection>();
            actDir.ChildForActivation = adjustGo;

            HovercastMirrorSwitcher mirror = gameObject.AddComponent <HovercastMirrorSwitcher>();
            mirror.UseMirrorLayout = !AttachToLeftHand;

            gameObject.AddComponent <HovercastAlphaUpdater>();

            if (AutoRotateHandToFaceCamera)
            {
                HoverCursorDataProvider curDataProv = FindObjectOfType <HoverCursorDataProvider>();
                ICursorDataForInput     curData     = curDataProv.GetCursorDataForInput(follow.CursorType);
                float addRotZ = 80 * (AttachToLeftHand ? 1 : -1);

                actDir.TreeUpdate();                 //forces search for the "facing" transform
                curData.transform.LookAt(actDir.ActiveWhenFacingTransform, Vector3.up);
                curData.transform.localRotation *= Quaternion.Euler(0, 0, addRotZ);
            }

            follow.Update();             //moves interface to the correct cursor transform
            treeUp.Update();             //forces entire interface to update
        }