public void OnManipulationCompleted(ManipulationEventData eventData) { Debug.LogFormat("OnManipulationCompleted\r\nSource: {0} SourceId: {1}\r\nCumulativeDelta: {2} {3} {4}", eventData.InputSource, eventData.SourceId, eventData.CumulativeDelta.x, eventData.CumulativeDelta.y, eventData.CumulativeDelta.z); }
public void OnManipulationCanceled(ManipulationEventData eventData) { rb.isKinematic = false; }
public void OnManipulationStarted(ManipulationEventData eventData) { rb.isKinematic = true; }
public void OnManipulationStared(ManipulationEventData data) { isManipulate = true; }
public void OnManipulationCompleted(ManipulationEventData eventData) { this.Done(); }
public void OnManipulationCompleted(ManipulationEventData eventData) { Delta = Vector3.zero; InputManager.Instance.OverrideFocusedObject = null; }
public void OnManipulationStarted(ManipulationEventData eventData) { }
public void OnManipulationCanceled(ManipulationEventData eventData) { }
private void OnManipulationEnded(ManipulationEventData manipulationEventData) { isManipulating = false; }
private void OnManipulationStarted(ManipulationEventData manipulationEventData) { // In order to manipulate objects we need to request ownership realtimeTransform.RequestOwnership(); isManipulating = true; }
public void OnManipulationCanceled(ManipulationEventData eventData) { print("OnManipCanceled"); }
public void OnManipulationCompleted(ManipulationEventData eventData) { print("OnManipCompleted"); }
public void OnManipulationStarted(ManipulationEventData eventData) { print("OnManipStarted"); savedPos = obj.transform.position; }
void IManipulationHandler.OnManipulationCompleted(ManipulationEventData eventData) { InputManager.Instance.PopModalInputHandler(); }
public void OnManipulationStarted(ManipulationEventData eventData) { InputManager.Instance.PushModalInputHandler(gameObject); lastPosition = transform.position; }
public void OnManipulationUpdated(ManipulationEventData eventData) { if (LogGesturesUpdateEvents) { Debug.LogFormat("OnManipulationUpdated\r\nSource: {0} SourceId: {1}\r\nCumulativeDelta: {2} {3} {4}", eventData.InputSource, eventData.SourceId, eventData.CumulativeDelta.x, eventData.CumulativeDelta.y, eventData.CumulativeDelta.z); } }
private void OnItemManipulated(ManipulationEventData arg0) { OnItemManipulated(); }
void IManipulationHandler.OnManipulationCanceled(ManipulationEventData eventData) { GetComponentInChildren <MeshRenderer>().material.color = Color.cyan; ManipulationDone(); }
public void OnManipulationCompleted(ManipulationEventData eventData) { }
public void OnManipulationUpdated(ManipulationEventData eventData) => _text.text = "OnManipulationUpdated";
public void OnManipulationUpdated(ManipulationEventData eventData) { if (MenuManager.Instance.isScaling) { float val; Vector3 moveVector = Vector3.zero; moveVector = eventData.CumulativeDelta - previousPosition; previousPosition = eventData.CumulativeDelta; if (gameObject.tag == "Left") { if ((gameObject.transform.position + gameObject.transform.right * moveVector.x).x <= minX || (gameObject.transform.position + gameObject.transform.right * moveVector.x).x < gameObject.transform.position.x) { //Move the border to the left. gameObject.transform.position += gameObject.transform.right * moveVector.x; //Get the distance between the left and right border, then scale properly the top/bottom borders. val = Vector3.Distance(box[2].transform.position, gameObject.transform.position); box[1].transform.localScale = new Vector3(val + (1 * 0.02f), box[1].transform.localScale.y, box[1].transform.localScale.z); box[3].transform.localScale = box[1].transform.localScale; //Position the top/bottom borders between the right/left borders. box[1].transform.position += box[1].transform.right * (moveVector.x / 2); box[3].transform.position += box[3].transform.right * (moveVector.x / 2); } } else if (gameObject.tag == "Up") { if ((gameObject.transform.position + gameObject.transform.up * moveVector.y).y >= maxY || (gameObject.transform.position + gameObject.transform.up * moveVector.y).y > gameObject.transform.position.y) { //Move the border Up. gameObject.transform.position += gameObject.transform.up * moveVector.y; //Get the distance between the top and bottom border, then scale properly the right/left borders. val = Vector3.Distance(gameObject.transform.position, box[3].transform.position); box[0].transform.localScale = new Vector3(box[0].transform.localScale.x, val + (1 * 0.02f), box[0].transform.localScale.z); box[2].transform.localScale = box[0].transform.localScale; //Position the right/left borders between the top/bottom borders. box[0].transform.position += box[0].transform.up * (moveVector.y / 2); box[2].transform.position += box[2].transform.up * (moveVector.y / 2); } } else if (gameObject.tag == "Right") { if ((gameObject.transform.position + gameObject.transform.right * moveVector.x).x >= maxX || (gameObject.transform.position + gameObject.transform.right * moveVector.x).x > gameObject.transform.position.x) { //Move the border to the right. gameObject.transform.position += gameObject.transform.right * moveVector.x; //Get the distance between the left and right border, then scale properly the top/bottom borders. val = Vector3.Distance(box[0].transform.position, gameObject.transform.position); box[1].transform.localScale = new Vector3(val + (1 * 0.02f), box[1].transform.localScale.y, box[1].transform.localScale.z); box[3].transform.localScale = box[1].transform.localScale; //Position the top/bottom borders between the right/left borders. box[1].transform.position += box[1].transform.right * (moveVector.x / 2); box[3].transform.position += box[3].transform.right * (moveVector.x / 2); } } else if (gameObject.tag == "Down") { if ((gameObject.transform.position + gameObject.transform.up * moveVector.y).y <= minY || (gameObject.transform.position + gameObject.transform.up * moveVector.y).y < gameObject.transform.position.y) { //Move the border down. gameObject.transform.position += gameObject.transform.up * moveVector.y; //Get the distance between the top and bottom border, then scale properly the right/left borders. val = Vector3.Distance(gameObject.transform.position, box[1].transform.position); box[0].transform.localScale = new Vector3(box[0].transform.localScale.x, val + (1 * 0.02f), box[0].transform.localScale.z); box[2].transform.localScale = box[0].transform.localScale; //Position the right/left borders between the top/bottom borders. box[0].transform.position += box[0].transform.up * (moveVector.y / 2); box[2].transform.position += box[2].transform.up * (moveVector.y / 2); } } } }
public void OnManipulationCompleted(ManipulationEventData eventData) => _text.text = "OnManipulationCompleted";
public void OnManipulationUpdated(ManipulationEventData eventData) { Delta = eventData.CumulativeDelta; }
public void OnManipulationStarted(ManipulationEventData eventData) { previousPosition = eventData.CumulativeDelta; }
public void OnManipulationCanceled(ManipulationEventData eventData) { this.Done(); }
public void OnManipulationStarted(ManipulationEventData eventData) { InputManager.Instance.PushModalInputHandler(gameObject); lastScale = transform.localScale; }
public void OnManipulationEnded(ManipulationEventData data) { isManipulate = false; }
public void OnManipulationCanceled(ManipulationEventData eventData) { InputManager.Instance.PopModalInputHandler(); }
public void OnManipulationUpdated(ManipulationEventData eventData) { }
void IManipulationHandler.OnManipulationCompleted(ManipulationEventData eventData) { InputManager.Instance.PopModalInputHandler(); gameObject.GetComponent <SpriteRenderer>().color = oldColor; gameObject.GetComponent <SpriteRenderer>().sprite = oldSprite; }
protected virtual void ManipulationStarted(GameObject obj, ManipulationEventData eventData) { }
void IManipulationHandler.OnManipulationStarted(ManipulationEventData eventData) { gameObject.GetComponent <SpriteRenderer>().color = newColor; InputManager.Instance.PushModalInputHandler(gameObject); //this makes sure we get the manipulation data even if the gaze is not on our gameobject }