void StopAutomaticKeyboard() { if (auto_keyboard != null && auto_keyboard) { Destroy(auto_keyboard.gameObject); } auto_keyboard = null; }
void StopAutomaticKeyboard() { /* NB. can't use OnEnable/OnDisable, because we enable and disable the dialog * internally for rendering purposes */ if (auto_keyboard != null && auto_keyboard) { Destroy(auto_keyboard.gameObject); } auto_keyboard = null; }
void StartAutomaticKeyboard() { if (automaticKeyboard && GetComponentInChildren <KeyboardVRInput>() != null && auto_keyboard == null) { GameObject keyboard_prefab = Resources.Load <GameObject>("BaroqueUI/Keyboard"); RectTransform rtr = transform as RectTransform; Vector3 vcorr = rtr.TransformVector(new Vector3(0, rtr.rect.height * rtr.pivot.y, 0)); Vector3 pos = transform.position - 0.08f * transform.forward - 0.09f * transform.up - vcorr; Quaternion rotation = Quaternion.LookRotation(transform.forward); rotation = Quaternion.Euler(41.6335f, rotation.eulerAngles.y, 0); // note: 41.6335 = atan(0.08/0.09) auto_keyboard = Instantiate(keyboard_prefab, pos, rotation).GetComponent <KeyboardClicker>(); auto_keyboard.enableEnterKey = true; auto_keyboard.enableTabKey = false; auto_keyboard.enableEscKey = true; auto_keyboard.onKeyboardTyping.AddListener(KeyboardTyping); } }