void Start() { Cursor.visible = false; ui = GameObject.Find("NodeUIOverlay").GetComponent <UIController> (); selection = GameObject.Find("SelectionCanvas").GetComponent <SelectionController> (); look = GameObject.Find("EventSystem").GetComponent <LookInputModule> (); legend = GameObject.Find("LegendCanvas"); mark = GameObject.Find("MarkCanvas"); mark_list = GameObject.Find("MarklistCanvas"); quit_dialog = GameObject.Find("QuitDialogCanvas"); //HideLegend (); ui.Startup(); quit_dialog.SetActive(false); ui.gameObject.SetActive(false); selection.gameObject.SetActive(false); mark.SetActive(false); mark_list.SetActive(false); nodes = new Hashtable(); links = new Hashtable(); statusText = GameObject.Find("StatusText").GetComponent <GUIText>(); statusText.text = ""; StartCoroutine(LoadLayout()); //GameObject.Find ("SelectionCanvas").SetActive (false); }
void Awake() { // Setup the UI GameObject stui = GameObject.Find("ScoreText"); scoreText = stui.GetComponent <Text>(); GameObject edui = GameObject.Find("FinalScoreText"); finalScoreText = edui.GetComponent <Text>(); GameObject kText = GameObject.Find("KinectText"); kinectConnectedText = kText.GetComponent <Text>(); GameObject oText = GameObject.Find("OculusText"); oculusConnectedText = oText.GetComponent <Text>(); GameObject ovrcanvas = GameObject.Find("UICanvas"); startAnim = ovrcanvas.GetComponent <Animator>(); score = 0; GameObject es = GameObject.Find("EventSystem"); lookInput = es.GetComponent <LookInputModule>(); //Disable Game over Button GameObject gameOverButton = GameObject.Find("RestartButton"); Button b = gameOverButton.GetComponent <Button>(); gameOverButton.SetActive(false); //Setup Player platformController = GameObject.Find("PlatformController"); testSpawner = platformController.GetComponent <TestSpawner>(); player = GameObject.Find("FPSPreFab"); infinitePlayerController = player.GetComponent <InfinitePlayerController>(); playerHealth = player.GetComponent <PlayerHealthController>(); //Setup Kinect bodyManagerComponent = bodyManager.GetComponent <BodySourceManager>(); handManagerComponent = handController.GetComponent <HandGestureTrigger>(); //Setup Oculus GameObject ovrCameraRig = GameObject.Find("OVRCameraRig"); oculusOVRManager = ovrCameraRig.GetComponent <OVRManager>(); problemSolverObject = GameObject.Find("ProblemSolver"); }
// Process is called by UI system to process events public override void Process() { _singleton = this; // send update events if there is a selected object - this is important for InputField to receive keyboard events SendUpdateEventToSelectedObject(); // see if there is a UI element that is currently being looked at PointerEventData lookData = GetLookPointerEventData(); currentLook = lookData.pointerCurrentRaycast.gameObject; // deselect when look away if (deselectWhenLookAway && currentLook == null) { ClearSelection(); } // handle enter and exit events (highlight) // using the function that is already defined in BaseInputModule HandlePointerExitAndEnter(lookData,currentLook); // update cursor UpdateCursor(lookData); if (!ignoreInputsWhenLookAway || ignoreInputsWhenLookAway && currentLook != null) { // button down handling _buttonUsed = false; if (Input.GetButtonDown (submitButtonName)) { ClearSelection(); lookData.pressPosition = lookData.position; lookData.pointerPressRaycast = lookData.pointerCurrentRaycast; lookData.pointerPress = null; if (currentLook != null) { currentPressed = currentLook; GameObject newPressed = null; if (mode == Mode.Pointer) { newPressed = ExecuteEvents.ExecuteHierarchy (currentPressed, lookData, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy (currentPressed, lookData, ExecuteEvents.pointerClickHandler); if (newPressed != null) { currentPressed = newPressed; } } else { currentPressed = newPressed; // we want to do click on button down at same time, unlike regular mouse processing // which does click when mouse goes up over same object it went down on // reason to do this is head tracking might be jittery and this makes it easier to click buttons ExecuteEvents.Execute (newPressed, lookData, ExecuteEvents.pointerClickHandler); } } else if (mode == Mode.Submit) { newPressed = ExecuteEvents.ExecuteHierarchy (currentPressed, lookData, ExecuteEvents.submitHandler); if (newPressed == null) { // try select handler instead newPressed = ExecuteEvents.ExecuteHierarchy (currentPressed, lookData, ExecuteEvents.selectHandler); } } if (newPressed != null) { lookData.pointerPress = newPressed; currentPressed = newPressed; Select(currentPressed); _buttonUsed = true; } if (mode == Mode.Pointer) { if (useLookDrag) { bool useLookTest = true; if (!useLookDragSlider && currentPressed.GetComponent<Slider>()) { useLookTest = false; } else if (!useLookDragScrollbar && currentPressed.GetComponent<Scrollbar>()) { useLookTest = false; // the following is for scrollbars to work right // apparently they go into an odd drag mode when pointerDownHandler is called // a begin/end drag fixes that if (ExecuteEvents.Execute(currentPressed,lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed,lookData,ExecuteEvents.endDragHandler); } } if (useLookTest) { ExecuteEvents.Execute(currentPressed,lookData, ExecuteEvents.beginDragHandler); lookData.pointerDrag = currentPressed; currentDragging = currentPressed; } } else if (currentPressed.GetComponent<Scrollbar>()) { // the following is for scrollbars to work right // apparently they go into an odd drag mode when pointerDownHandler is called // a begin/end drag fixes that if (ExecuteEvents.Execute(currentPressed,lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed,lookData,ExecuteEvents.endDragHandler); } } } } } } // have to handle button up even if looking away if (Input.GetButtonUp(submitButtonName)) { if (currentDragging) { ExecuteEvents.Execute(currentDragging,lookData,ExecuteEvents.endDragHandler); if (currentLook != null) { ExecuteEvents.ExecuteHierarchy(currentLook,lookData,ExecuteEvents.dropHandler); } lookData.pointerDrag = null; currentDragging = null; } if (currentPressed) { ExecuteEvents.Execute(currentPressed,lookData,ExecuteEvents.pointerUpHandler); lookData.rawPointerPress = null; lookData.pointerPress = null; currentPressed = null; } } // drag handling if (currentDragging != null) { ExecuteEvents.Execute (currentDragging,lookData,ExecuteEvents.dragHandler); } if (!ignoreInputsWhenLookAway || ignoreInputsWhenLookAway && currentLook != null) { // control axis handling _controlAxisUsed = false; if (eventSystem.currentSelectedGameObject && controlAxisName != null && controlAxisName != "") { float newVal = Input.GetAxis (controlAxisName); if (newVal > 0.01f || newVal < -0.01f) { if (useSmoothAxis) { Slider sl = eventSystem.currentSelectedGameObject.GetComponent<Slider>(); if (sl != null) { float mult = sl.maxValue - sl.minValue; sl.value += newVal*smoothAxisMultiplier*mult; _controlAxisUsed = true; } else { Scrollbar sb = eventSystem.currentSelectedGameObject.GetComponent<Scrollbar>(); if (sb != null) { sb.value += newVal*smoothAxisMultiplier; _controlAxisUsed = true; } } } else { _controlAxisUsed = true; float time = Time.unscaledTime; if (time > nextAxisActionTime) { nextAxisActionTime = time + 1f/steppedAxisStepsPerSecond; AxisEventData axisData = GetAxisEventData(newVal,0.0f,0.0f); if (!ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisData, ExecuteEvents.moveHandler)) { _controlAxisUsed = false; } } } } } } }
// Process is called by UI system to process events public override void Process() { _singleton = this; // send update events if there is a selected object - this is important for InputField to receive keyboard events SendUpdateEventToSelectedObject(); // see if there is a UI element that is currently being looked at PointerEventData lookData = GetLookPointerEventData(); if (lookData.pointerCurrentRaycast.gameObject) { currentLook = lookData.pointerCurrentRaycast.gameObject; } // handle enter and exit events (highlight) // using the function that is already defined in BaseInputModule HandlePointerExitAndEnter(lookData, currentLook); // update cursor UpdateCursor(lookData); // button handling _buttonUsed = false; if (Input.GetButtonDown(submitButtonName)) { ClearSelection(); lookData.pressPosition = lookData.position; lookData.pointerPressRaycast = lookData.pointerCurrentRaycast; lookData.pointerPress = null; if (currentLook != null) { currentPressed = currentLook; GameObject newPressed = null; if (mode == Mode.Pointer) { newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.pointerClickHandler); if (newPressed != null) { currentPressed = newPressed; } } else { currentPressed = newPressed; // we want to do click on button down at same time, unlike regular mouse processing // which does click when mouse goes up over same object it went down on // reason to do this is head tracking might be jittery and this makes it easier to click buttons ExecuteEvents.Execute(newPressed, lookData, ExecuteEvents.pointerClickHandler); } } else if (mode == Mode.Submit) { newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.submitHandler); if (newPressed == null) { // try select handler instead newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.selectHandler); } } if (newPressed != null) { lookData.pointerPress = newPressed; currentPressed = newPressed; Select(currentPressed); _buttonUsed = true; } if (mode == Mode.Pointer) { if (useLookDrag) { bool useLookTest = true; if (!useLookDragSlider && currentPressed.GetComponent <Slider>()) { useLookTest = false; } else if (!useLookDragScrollbar && currentPressed.GetComponent <Scrollbar>()) { useLookTest = false; // the following is for scrollbars to work right // apparently they go into an odd drag mode when pointerDownHandler is called // a begin/end drag fixes that if (ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.endDragHandler); } } if (useLookTest) { if (ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler)) { lookData.pointerDrag = currentPressed; currentDragging = currentPressed; } } } else { // the following is for scrollbars to work right // apparently they go into an odd drag mode when pointerDownHandler is called // a begin/end drag fixes that if (ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.endDragHandler); } } } } } else if (Input.GetButtonUp(submitButtonName)) { if (currentDragging) { ExecuteEvents.Execute(currentDragging, lookData, ExecuteEvents.endDragHandler); if (currentLook != null) { ExecuteEvents.ExecuteHierarchy(currentLook, lookData, ExecuteEvents.dropHandler); } lookData.pointerDrag = null; currentDragging = null; } if (currentPressed) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.pointerUpHandler); lookData.rawPointerPress = null; lookData.pointerPress = null; currentPressed = null; } } // drag handling if (currentDragging != null) { ExecuteEvents.Execute(currentDragging, lookData, ExecuteEvents.dragHandler); } // control axis handling _controlAxisUsed = false; if (eventSystem.currentSelectedGameObject && controlAxisName != null && controlAxisName != "") { float newVal = Input.GetAxis(controlAxisName); if (newVal > 0.01f || newVal < -0.01f) { if (useSmoothAxis) { Slider sl = eventSystem.currentSelectedGameObject.GetComponent <Slider>(); if (sl != null) { float mult = sl.maxValue - sl.minValue; sl.value += newVal * smoothAxisMultiplier * mult; _controlAxisUsed = true; } else { Scrollbar sb = eventSystem.currentSelectedGameObject.GetComponent <Scrollbar>(); if (sb != null) { sb.value += newVal * smoothAxisMultiplier; _controlAxisUsed = true; } } } else { _controlAxisUsed = true; float time = Time.unscaledTime; if (time > nextAxisActionTime) { nextAxisActionTime = time + 1f / steppedAxisStepsPerSecond; AxisEventData axisData = GetAxisEventData(newVal, 0.0f, 0.0f); if (!ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisData, ExecuteEvents.moveHandler)) { _controlAxisUsed = false; } } } } } }
public override void Process() { _singleton = this; SendUpdateEventToSelectedObject(); PointerEventData lookData = GetLookPointerEventData(); currentLook = lookData.pointerCurrentRaycast.gameObject; if (deselectWhenLookAway && currentLook == null) { ClearSelection(); } // handle enter and exit events (highlight) // using the function that is already defined in BaseInputModule HandlePointerExitAndEnter(lookData, currentLook); // update cursor UpdateCursor(lookData); if (!ignoreInputsWhenLookAway || ignoreInputsWhenLookAway && currentLook != null) { // button down handling _buttonUsed = false; if (Input.GetButtonDown(submitButtonName)) { ClearSelection(); lookData.pressPosition = lookData.position; lookData.pointerPressRaycast = lookData.pointerCurrentRaycast; lookData.pointerPress = null; if (currentLook != null) { currentPressed = currentLook; GameObject newPressed = null; if (mode == Mode.Pointer) { newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.pointerDownHandler); if (newPressed == null) { // some UI elements might only have click handler and not pointer down handler newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.pointerClickHandler); if (newPressed != null) { currentPressed = newPressed; } } else { currentPressed = newPressed; ExecuteEvents.Execute(newPressed, lookData, ExecuteEvents.pointerClickHandler); } } else if (mode == Mode.Submit) { newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.submitHandler); if (newPressed == null) { // try select handler instead newPressed = ExecuteEvents.ExecuteHierarchy(currentPressed, lookData, ExecuteEvents.selectHandler); } } if (newPressed != null) { lookData.pointerPress = newPressed; currentPressed = newPressed; Select(currentPressed); _buttonUsed = true; } if (mode == Mode.Pointer) { if (useLookDrag) { bool useLookTest = true; if (!useLookDragSlider && currentPressed.GetComponent <Slider>()) { useLookTest = false; } else if (!useLookDragScrollbar && currentPressed.GetComponent <Scrollbar>()) { useLookTest = false; if (ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.endDragHandler); } } if (useLookTest) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler); lookData.pointerDrag = currentPressed; currentDragging = currentPressed; } } else if (currentPressed.GetComponent <Scrollbar>()) { if (ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.beginDragHandler)) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.endDragHandler); } } } } } } if (Input.GetButtonUp(submitButtonName)) { if (currentDragging) { ExecuteEvents.Execute(currentDragging, lookData, ExecuteEvents.endDragHandler); if (currentLook != null) { ExecuteEvents.ExecuteHierarchy(currentLook, lookData, ExecuteEvents.dropHandler); } lookData.pointerDrag = null; currentDragging = null; } if (currentPressed) { ExecuteEvents.Execute(currentPressed, lookData, ExecuteEvents.pointerUpHandler); lookData.rawPointerPress = null; lookData.pointerPress = null; currentPressed = null; } } if (currentDragging != null) { ExecuteEvents.Execute(currentDragging, lookData, ExecuteEvents.dragHandler); } if (!ignoreInputsWhenLookAway || ignoreInputsWhenLookAway && currentLook != null) { _controlAxisUsed = false; if (eventSystem.currentSelectedGameObject && controlAxisName != null && controlAxisName != "") { float newVal = Input.GetAxis(controlAxisName); if (newVal > 0.01f || newVal < -0.01f) { if (useSmoothAxis) { Slider sl = eventSystem.currentSelectedGameObject.GetComponent <Slider>(); if (sl != null) { float mult = sl.maxValue - sl.minValue; sl.value += newVal * smoothAxisMultiplier * mult; _controlAxisUsed = true; } else { Scrollbar sb = eventSystem.currentSelectedGameObject.GetComponent <Scrollbar>(); if (sb != null) { sb.value += newVal * smoothAxisMultiplier; _controlAxisUsed = true; } } } else { _controlAxisUsed = true; float time = Time.unscaledTime; if (time > nextAxisActionTime) { nextAxisActionTime = time + 1f / steppedAxisStepsPerSecond; AxisEventData axisData = GetAxisEventData(newVal, 0.0f, 0.0f); if (!ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisData, ExecuteEvents.moveHandler)) { _controlAxisUsed = false; } } } } } } }
void Awake () { // Setup the UI GameObject stui = GameObject.Find("ScoreText"); scoreText = stui.GetComponent<Text>(); GameObject edui = GameObject.Find("FinalScoreText"); finalScoreText = edui.GetComponent<Text>(); GameObject kText = GameObject.Find("KinectText"); kinectConnectedText = kText.GetComponent<Text>(); GameObject oText = GameObject.Find("OculusText"); oculusConnectedText = oText.GetComponent<Text>(); GameObject ovrcanvas = GameObject.Find("UICanvas"); startAnim = ovrcanvas.GetComponent<Animator>(); score = 0; GameObject es = GameObject.Find("EventSystem"); lookInput = es.GetComponent<LookInputModule>(); //Disable Game over Button GameObject gameOverButton = GameObject.Find("RestartButton"); Button b = gameOverButton.GetComponent<Button>(); gameOverButton.SetActive(false); //Setup Player platformController = GameObject.Find("PlatformController"); testSpawner = platformController.GetComponent<TestSpawner>(); player = GameObject.Find("FPSPreFab"); infinitePlayerController = player.GetComponent<InfinitePlayerController>(); playerHealth = player.GetComponent<PlayerHealthController>(); //Setup Kinect bodyManagerComponent = bodyManager.GetComponent<BodySourceManager>(); handManagerComponent = handController.GetComponent<HandGestureTrigger>(); //Setup Oculus GameObject ovrCameraRig = GameObject.Find("OVRCameraRig"); oculusOVRManager = ovrCameraRig.GetComponent<OVRManager>(); problemSolverObject = GameObject.Find("ProblemSolver"); }
void Start() { Cursor.visible = false; ui = GameObject.Find ("NodeUIOverlay").GetComponent<UIController> (); selection = GameObject.Find ("SelectionCanvas").GetComponent<SelectionController> (); look = GameObject.Find ("EventSystem").GetComponent<LookInputModule> (); legend = GameObject.Find ("LegendCanvas"); mark = GameObject.Find ("MarkCanvas"); mark_list = GameObject.Find ("MarklistCanvas"); quit_dialog = GameObject.Find ("QuitDialogCanvas"); //HideLegend (); ui.Startup (); quit_dialog.SetActive (false); ui.gameObject.SetActive (false); selection.gameObject.SetActive (false); mark.SetActive (false); mark_list.SetActive (false); nodes = new Hashtable(); links = new Hashtable(); statusText = GameObject.Find("StatusText").GetComponent<GUIText>(); statusText.text = ""; StartCoroutine( LoadLayout() ); //GameObject.Find ("SelectionCanvas").SetActive (false); }