private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. m_SelectionRadial.Show(); m_GazeOver = true; }
private void HandleOver() { // When the user looks at the rendering of the scene, show the radial. if (attachedButton.interactable == true) { timeAtGaze = Time.realtimeSinceStartup; m_SelectionRadial.Show(); m_GazeOver = true; } }
// Update is called once per frame void Update() { if (m_InteractiveItem.IsOver == true) { m_SelectionRadial.Show(); if (lastScrollerStatus == false) { momentOnView = Time.realtimeSinceStartup; } OnScrolling(); } if (m_InteractiveItem.IsOver == false && lastScrollerStatus == true) { m_SelectionRadial.Hide(); } lastScrollerStatus = m_InteractiveItem.IsOver; }
private void HandleOver() { m_SelectionRadial.Show(); m_GazeOver = true; }
private void EyeRaycast() { // Show the debug ray if required if (m_ShowDebugRay) { Debug.DrawRay(m_Camera.position, m_Camera.forward * m_DebugRayLength, Color.blue, m_DebugRayDuration); } // Create a ray that points forwards from the camera. Ray ray = new Ray(m_Camera.position, m_Camera.forward); RaycastHit hit; // Do the raycast forweards to see if we hit an interactive item if (Physics.Raycast(ray, out hit, m_RayLength, ~m_ExclusionLayers)) { VRInteractiveItem interactible = hit.collider.GetComponent <VRInteractiveItem>(); //attempt to get the VRInteractiveItem on the hit object m_CurrentInteractible = interactible; // If we hit an interactive item and it's not the same as the last interactive item, then call Over if (interactible && interactible != m_LastInteractible) { interactible.Over(); } if (interactible) { m_SelectionRadial.Show(); } else { m_SelectionRadial.Hide(); } // Deactive the last interactive item if (interactible != m_LastInteractible) { DeactiveLastInteractible(); } m_LastInteractible = interactible; // Something was hit, set at the hit position. if (m_Reticle) { m_Reticle.SetPosition(hit); } if (OnRaycasthit != null) { OnRaycasthit(hit); } } else { // Nothing was hit, deactive the last interactive item. DeactiveLastInteractible(); m_CurrentInteractible = null; // Position the reticle at default distance. if (m_Reticle) { m_Reticle.SetPosition(); } } }