public override void SetupUsingApi(GameObject _interaction) { CursorPrefab = (GameObject)creationData[0]; Constraints = (Gaze_ArkitPlaceConstraints)creationData[1]; HeightOffset = (float)creationData[2]; DistanceFromCamera = (float)creationData[3]; }
public override void SetupUsingApi(GameObject _interaction) { Constraints = (Gaze_ArkitPlaceConstraints)creationData[0]; HeightOffset = (float)creationData[1]; DistanceFromCamera = (float)creationData[2]; ChooseRandom = (bool)creationData[3]; bool finite = (bool)creationData[4]; int numObjectsToInstantiate = (int)creationData[5]; Gaze_Conditions conditions = GetComponent <Gaze_Conditions>(); if (numObjectsToInstantiate > 1 || !finite) { conditions.reload = true; } conditions.reloadModeIndex = finite ? (int)Gaze_ReloadMode.FINITE : (int)Gaze_ReloadMode.INFINITE; conditions.reloadMaxRepetitions = finite ? numObjectsToInstantiate - 1 : 0; Prefabs = new List <GameObject>((List <GameObject>)creationData[6]); Prefabs.Reverse(); Cursors = new List <GameObject>((List <GameObject>)creationData[7]); Cursors.Reverse(); }
public override void SetupUsingApi(GameObject _interaction) { ObjectToMove = (GameObject)creationData[0]; Constraints = (Gaze_ArkitPlaceConstraints)creationData[1]; HeightOffset = (float)creationData[2]; DistanceFromCamera = (float)creationData[3]; DeactivateAtStart = (bool)creationData[4]; }
public static CA_ARKit_Instantiate CreateArkitInstantiateAction(this S_InteractionDefinition _def, Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera, bool _chooseRandom, bool finite, int numReloads, List <GameObject> _prefabs, List <GameObject> _ghosts) { CA_ARKit_Instantiate action = _def.CreateAction <CA_ARKit_Instantiate>(_constraints, _heigthOffset, _distanceFromCamera, _chooseRandom, finite, numReloads, _prefabs, _ghosts); return(action); }
public static CA_ARKitMove CreateArkitMoveAction(this S_InteractionDefinition _def, GameObject _objectToMove, Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera, bool _dectivateAtStart) { return(_def.CreateAction <CA_ARKitMove>(_objectToMove, _constraints, _heigthOffset, _distanceFromCamera, _dectivateAtStart)); }
public static CA_ShowPlaceCursor CreateArkitPlaceCursorAction(this S_InteractionDefinition _def, GameObject _cursorPrefab, Gaze_ArkitPlaceConstraints _constraints, float _heigthOffset, float _distanceFromCamera) { return(_def.CreateAction <CA_ShowPlaceCursor>(_cursorPrefab, _constraints, _heigthOffset, _distanceFromCamera)); }