/// <summary> /// Update Function, process input by cycling through items or changing the activation state of the Canvas. /// </summary> void Update() { // Turn Inventory On & Off if (VRButton.onPressed(SwitchButton)) { generatorInstance.gameObject.SetActive(CurrentInventoryState = !CurrentInventoryState); if (CurrentInventoryState) { SaveHandIndexes(); } else { ComputeSelection(MGR_VRControls.get.RightHand, MGR_VRControls.get.LeftHand); } } // Cycle Through Items if (CurrentInventoryState) { if (VRButton.onPressed(CycleLeftHand)) { CycleItem(VRHand.Hand.LEFT); } if (VRButton.onPressed(CycleRightHand)) { CycleItem(VRHand.Hand.RIGHT); } } }
/// <summary> /// Update Function, change the Camera to the next on the list. /// </summary> private void Update() { if (VRButton.onPressed(switchButton) && AllCams != null) { if (MGR_Camera.ChangeCamera(AllCams[(currIndex + 1) % AllCams.Count])) { currIndex = ++currIndex % AllCams.Count; } } }