// is the proximity zone enabled // protected bool proximityEnabled; public virtual void OnEnable() { gazable = GetComponent <Gaze_Conditions>(); Gaze_EventManager.OnTriggerStateEvent += onTriggerStateEvent; Gaze_EventManager.OnTriggerEvent += onTriggerEvent; Gaze_EventManager.OnProximityEvent += onProximityEvent; }
public override void SetupUsingApi(GameObject _interaction) { // Get the data and cast it bool touchIO = (bool)creationData[1]; string touchObjGUID = string.Empty; if (touchIO) { touchObjGUID = creationData[0].ToString(); } // Get the conditions obj Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>(); // Enable touch for the conditions conditions.arkitTouchEnabled = true; Gaze_InteractiveObject io = null; if (touchIO) { io = SpatialStoriesAPI.GetInteractiveObjectWithGUID(touchObjGUID); } // this condition has the touch options on the gaze conditions script some we need to set it there too conditions.arkitTouchOption = touchIO ? Gaze_Conditions.ARKIT_TOUCH_OPTIONS.Object : Gaze_Conditions.ARKIT_TOUCH_OPTIONS.Anywhere; // Setup the touch condition Setup(conditions, io, touchIO); }
public void AddInteraction() { GameObject interactionsRoot = GetComponentInChildren <Gaze_Interaction>().transform.parent.gameObject; GameObject interactionHide = new GameObject("HideOnDrop"); interactionHide.transform.parent = interactionsRoot.transform; Gaze_Interaction i1 = interactionHide.AddComponent <Gaze_Interaction>(); i1.AddActions(); i1.AddConditions(); Gaze_Conditions c1 = i1.GetComponent <Gaze_Conditions>(); c1.reload = true; c1.reloadModeIndex = (int)Gaze_ReloadMode.INFINITE; Gaze_Actions a1 = i1.GetComponent <Gaze_Actions>(); a1.ActionVisuals = Gaze_Actions.ACTIVABLE_OPTION.DEACTIVATE; GameObject interactionShow = new GameObject("ShowOnRemove"); interactionShow.transform.parent = interactionsRoot.transform; Gaze_Interaction i2 = interactionShow.AddComponent <Gaze_Interaction>(); i2.AddActions(); i2.AddConditions(); Gaze_Conditions c2 = i2.GetComponent <Gaze_Conditions>(); c2.reload = true; c2.reloadModeIndex = (int)Gaze_ReloadMode.INFINITE; Gaze_Actions a2 = i2.GetComponent <Gaze_Actions>(); a2.ActionVisuals = Gaze_Actions.ACTIVABLE_OPTION.ACTIVATE; }
public Gaze_Dependency Add(Gaze_Conditions conditions) { Gaze_Dependency d = new Gaze_Dependency(conditions); dependencies.Add(d); return(d); }
public Gaze_ProximityEntry AddProximityEntry(Gaze_Conditions _conditions) { Gaze_ProximityEntry d = new Gaze_ProximityEntry(); proximityEntryList.Add(d); return(d); }
public override void SetupUsingApi(GameObject _interaction) { // Get the data and cast it string objectToGazeGUID = creationData[0].ToString(); bool gazeIn = (bool)creationData[1]; Gaze_GazeConstraints gazeConstraints = (Gaze_GazeConstraints)creationData[2]; // Get the conditions obj Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>(); // Set al the necessary parameters conditions.gazeEnabled = true; conditions.gazeIn = gazeIn; constraints = gazeConstraints; conditions.gazeConstraintsIndex = (int)gazeConstraints; conditions.gazeStateIndex = gazeIn ? (int)Gaze_HoverStates.IN : (int)Gaze_HoverStates.OUT; if (gazeConstraints == Gaze_GazeConstraints.OBJECT) { Gaze_InteractiveObject io = SpatialStoriesAPI.GetInteractiveObjectWithGUID(objectToGazeGUID); conditions.gazeColliderIO = io; // Setup the gaze collider Setup(io.GetComponentInChildren <Gaze_Gaze>().GetComponent <Collider>()); } else { // Setup the gaze collider conditions.gazeColliderIO = conditions.RootIO; Setup(conditions.RootIO.GetComponentInChildren <Gaze_Gaze>().GetComponent <Collider>()); } }
public Gaze_ProximityEntryGroup AddProximityEntryGroup(Gaze_Conditions _conditions) { Gaze_ProximityEntryGroup d = new Gaze_ProximityEntryGroup(); proximityEntryGroupList.Add(d); return(d); }
public DependencyNode(Gaze_Conditions _condition, Rect _nodeRect, List <DependencyNode> _dependencyNodes) { condition = _condition; nodeRectangle = _nodeRect; dependencyNodes = _dependencyNodes; lineColor = new Color(UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f), UnityEngine.Random.Range(0f, 1f)); id = assignedIds++; }
public Gaze_AbstractCondition(Gaze_Conditions _gazeConditionsScript) { if (_gazeConditionsScript == null) { Debug.LogError("The conditions script can't be null!"); } IsValid = false; gazeConditionsScript = _gazeConditionsScript; gazeConditionsScript.allConditions.Add(this); Enable(); }
public void Setup(Gaze_Conditions _gazeConditionsScript, Gaze_InteractiveObject _IO, bool _touchIO) { gazeConditionsScript = _gazeConditionsScript; touchIO = _touchIO; IO = _IO; if (touchIO) { Gaze_InputManager.OnObjectTouchedDown += GazeInputManagerOnOnObjectTouchedDown; Gaze_InputManager.OnObjectTouchUp += GazeInputManagerOnOnObjectTouchUp; } else { Gaze_InputManager.OnScreenTouched += OnScreenTouched; } }
private void InitMembers() { targetConditions = (Gaze_Conditions)target; focusLossModes = Enum.GetNames(typeof(Gaze_FocusLossMode)); hierarchyIOsScripts = new List <Gaze_InteractiveObject>(); hierarchyIOsNames = new List <string>(); hierarchyIOs = new List <GameObject>(); hierarchyInteractions = new List <GameObject>(); hierarchyInteractionsNames = new List <string>(); hierarchyGazeColliders = new List <Collider>(); hierarchyProximities = new List <Gaze_InteractiveObject>(); reloadModes = Enum.GetNames(typeof(Gaze_ReloadMode)); autoTriggerModes = Enum.GetNames(typeof(Gaze_AutoTriggerMode)); hierarchyCustomConditions = new List <Gaze_AbstractConditions>(); hierarchyCustomConditionsNames = new List <string>(); }
public override void SetupUsingApi(GameObject _interaction) { // Get the dependency object string dependencyGUID = creationData[0].ToString(); GameObject dependency = SpatialStoriesAPI.GetObjectOfTypeWithGUID(dependencyGUID); // Get the conditions of this depdenency Gaze_Conditions condition = _interaction.GetComponent <Gaze_Conditions>(); // Set this condition as dependent condition.dependent = true; // Add a new depdenency on the dependency map gazeConditionsScript = condition; dependentGameObject = dependency; triggerStateIndex = (int)DependencyTriggerEventsAndStates.Triggered; onTrigger = true; condition.ActivateOnDependencyMap.dependencies.Add(this); }
public override void SetupUsingApi(GameObject _interaction) { Gaze_Conditions conditions = _interaction.GetComponent <Gaze_Conditions>(); conditions.proximityEnabled = true; // setup OnEnter / OnExit conditions.proximityMap.proximityStateIndex = (int)creationData[0]; Gaze_ProximityEntry d = conditions.proximityMap.AddProximityEntry(conditions); d.dependentGameObject = SpatialStories.SpatialStoriesAPI.GetInteractiveObjectWithGUID(creationData[2].ToString()); Gaze_ProximityEntry d2 = conditions.proximityMap.AddProximityEntry(conditions); d2.dependentGameObject = SpatialStories.SpatialStoriesAPI.GetInteractiveObjectWithGUID(creationData[3].ToString()); // Require All conditions.requireAllProximities = (bool)creationData[1]; }
public Gaze_ARKitScreenTouchCondition(Gaze_Conditions _gazeConditionsScript, Gaze_InteractiveObject _IO, bool _touchIO) : base(_gazeConditionsScript) { Setup(_gazeConditionsScript, _IO, _touchIO); }
public Gaze_Dependency(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript) { }
public Gaze_ProximityCondition(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript) { }
public Gaze_GazeCondition(Gaze_Conditions _gazeConditionsScript, Collider _gazeCollider, Gaze_GazeConstraints _constraints) : base(_gazeConditionsScript) { constraints = _constraints; Setup(_gazeCollider); }
public void OnDisable(Gaze_Conditions conditions) { conditions.OnReload -= Reset; }
public void OnEnable(Gaze_Conditions conditions) { conditions.OnReload += Reset; }
private void Awake() { conditionsScript = ((Gaze_Interaction)target).GetComponent <Gaze_Conditions>(); }
private void Start() { conditions = GetComponent <Gaze_Conditions>(); }
public Gaze_CreatPlaneCondition(Gaze_Conditions _gazeConditionsScript) : base(_gazeConditionsScript) { }
public virtual void Awake() { gazable = GetComponent <Gaze_Conditions>(); }