public virtual void SetPosePosition(string name, Vector3 position) { if (!m_VirtualPoses.ContainsKey(name)) { AddPose(name); } VirtualPose pose = m_VirtualPoses[name]; pose.position = position; }
public virtual void SetPoseRotation(string name, Quaternion rotation) { if (!m_VirtualPoses.ContainsKey(name)) { AddPose(name); } VirtualPose pose = m_VirtualPoses[name]; pose.rotation = rotation; }
// returns a reference to a named virtual button. public static VirtualPose VirtualPoseReference(object caller, string name, bool canAdd = false) { VirtualPose item = null; if (PoseExists(name)) { item = VirtualPoseReference(name); } else { RegisterVirtualPose(item = new VirtualPose(name)); } if (item != null) { item.AddRef(caller); } return(item); }
public virtual void RegisterVirtualPose(VirtualPose pose) { // check if already have a buttin with that name and log an error if we do if (m_VirtualPoses.ContainsKey(pose.name)) { Debug.LogError("There is already a virtual pose named " + pose.name + " registered."); } else { // add any new poses m_VirtualPoses.Add(pose.name, pose); // if we dont want to match to the input manager then always use a virtual axis if (!pose.matchWithInputManager) { m_AlwaysUseVirtual.Add(pose.name); } } }
public virtual void InitInput(string fmtAxis, string[] axes, string fmtButton, string[] buttons, string poseName) { int i, imax; // i = 0; imax = axes.Length; m_Axes = new VirtualAxis[imax]; m_MapAxes = new Dictionary <string, VirtualAxis>(imax); for (; i < imax; ++i) { m_Axes[i] = CrossInputManager.VirtualAxisReference(this, string.Format(fmtAxis, axes[i]), true); m_MapAxes.Add(axes[i], m_Axes[i]); // Add the raw input name. } // i = 0; imax = buttons.Length; m_Buttons = new VirtualButton[imax]; m_MapButtons = new Dictionary <string, VirtualButton>(imax); for (; i < imax; ++i) { m_Buttons[i] = CrossInputManager.VirtualButtonReference(this, string.Format(fmtButton, buttons[i]), true); m_MapButtons.Add(buttons[i], m_Buttons[i]); // Add the raw input name. } // pose = CrossInputManager.VirtualPoseReference(this, poseName, true); }
/// <summary> /// /// </summary> public static void RegisterVirtualPose(VirtualPose pose) { activeInput.RegisterVirtualPose(pose); }