public void RaiseInputClicked(IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, int tapCount, object[] tags = null) { // Create input event sourceClickedEventData.Initialize(source, sourceId, tags, pressType, tapCount); // Pass handler through HandleEvent to perform modal/fallback logic HandleEvent(sourceClickedEventData, OnInputClickedEventHandler); // NOTE: In Unity UI, a "click" happens on every pointer up, so we have RaiseSourceUp call the pointerClickHandler. }
public void RaiseInputClicked(IInputSource source, uint sourceId, int tapCount) { // Create input event sourceClickedEventData.Initialize(source, sourceId, tapCount); // Pass handler through HandleEvent to perform modal/fallback logic HandleEvent(sourceClickedEventData, OnInputClickedEventHandler); // UI events if (ShouldSendUnityUiEvents) { PointerEventData unityUIPointerEvent = GazeManager.Instance.UnityUIPointerEvent; HandleEvent(unityUIPointerEvent, ExecuteEvents.pointerClickHandler); } }
public void RaiseInputClicked(IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, int tapCount, object[] tags = null) { // Create input event sourceClickedEventData.Initialize(source, sourceId, tags, pressType, tapCount); // Pass handler through HandleEvent to perform modal/fallback logic HandleEvent(sourceClickedEventData, OnInputClickedEventHandler); if (tapCount == 1) { try { AfterGestureRecognition.Instance.ExtraTapped(); } catch { Debug.Log("Add AfterGestureRecognition script if you want to use Extra Actions"); } } else if (tapCount == 2) { try { AfterGestureRecognition.Instance.DoubleTapped(); } catch { Debug.Log("Add AfterGestureRecognition script if you want to use Extra Actions"); } } // NOTE: In Unity UI, a "click" happens on every pointer up, so we have RaiseSourceUp call the pointerClickHandler. }