public bool GetReleasedThisFrame(SourceHandedness handedness, Button btn) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), handedness); return(GetReleasedThisFrame(hand, btn)); #else return(false); #endif }
// button states public bool IsPressed(SourceHandedness handedness, Button btn, bool getPreviousValue = false) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), handedness); return(IsPressed(hand, btn, getPreviousValue)); #else return(false); #endif }
public bool HasData(SourceHandedness handedness, bool getPreviousState) { #if UNITY_WSA || UNITY_EDITOR var state = GetState(handedness, getPreviousState); return(state != null && state.HasValue); #else return(false); #endif }
public Quaternion GetRotationDelta(SourceHandedness sourceHandedness, SourceNode sourceNode) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), sourceHandedness); var node = (MRWSAInput.InteractionSourceNode)Enum.ToObject(typeof(MRWSAInput.InteractionSourceNode), sourceNode); return(GetRotationDelta(hand, node)); #else return(Quaternion.identity); #endif }
public Quaternion?GetRotation(SourceHandedness sourceHandedness, SourceNode sourceNode, bool getPreviousValue = false) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), sourceHandedness); var node = (MRWSAInput.InteractionSourceNode)Enum.ToObject(typeof(MRWSAInput.InteractionSourceNode), sourceNode); return(GetRotation(hand, node, getPreviousValue)); #else return(Quaternion.identity); #endif }
public Vector3 GetPositionDelta(SourceHandedness sourceHandedness, SourceNode sourceNode) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), sourceHandedness); var node = (MRWSAInput.InteractionSourceNode)Enum.ToObject(typeof(MRWSAInput.InteractionSourceNode), sourceNode); return(GetPositionDelta(hand, node)); #else return(Vector3.zero); #endif }
// position states public Vector3?GetPosition(SourceHandedness sourceHandedness, SourceNode sourceNode, bool getPreviousValue = false) { #if UNITY_WSA || UNITY_EDITOR var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), sourceHandedness); var node = (MRWSAInput.InteractionSourceNode)Enum.ToObject(typeof(MRWSAInput.InteractionSourceNode), sourceNode); return(GetPosition(hand, node, getPreviousValue)); #else return(null); #endif }
public bool IsActiveHand(SourceHandedness sourceHandedness) { return(this.activeSelectionHand == sourceHandedness); }
// state public MRWSAInput.InteractionSourceState?GetState(SourceHandedness handedness, bool getPreviousState) { var hand = (MRWSAInput.InteractionSourceHandedness)Enum.ToObject(typeof(MRWSAInput.InteractionSourceHandedness), handedness); return(GetState(hand, getPreviousState)); }