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Keyword manager holotoolkit
Keyword manager holotoolkit












RaiseBoundingBoxRigDeactivated (GameObject boundingBoxRiggedObject)īase Awake method that sets the Singleton's unique instance. RaiseBoundingBoxRigActivated (GameObject boundingBoxRiggedObject) RaiseXboxInputUpdate ( IInputSource source, uint sourceId, XboxControllerData inputData) RaiseGamePadLost ( IInputSource source, uint sourceId, string gamePadName) RaiseGamePadDetected ( IInputSource source, uint sourceId, string gamePadName) RaiseSourceRotationChanged ( IInputSource source, uint sourceId, Quaternion pointerRotation, Quaternion gripRotation, object tags=null) RaiseSourcePositionChanged ( IInputSource source, uint sourceId, Vector3 pointerPosition, Vector3 gripPosition, object tags=null) RaiseTouchpadReleased ( IInputSource source, uint sourceId, object tags=null) RaiseTouchpadTouched ( IInputSource source, uint sourceId, object tags=null) RaiseSelectPressedAmountChanged ( IInputSource source, uint sourceId, double pressedAmount, object tags=null)

keyword manager holotoolkit

RaiseInputPositionChanged ( IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, Vector2 position, object tags=null) RaiseNavigationCanceled ( IInputSource source, uint sourceId, object tags=null) RaiseNavigationCompleted ( IInputSource source, uint sourceId, Vector3 normalizedOffset, object tags=null) RaiseNavigationUpdated ( IInputSource source, uint sourceId, Vector3 normalizedOffset, object tags=null) RaiseNavigationStarted ( IInputSource source, uint sourceId, object tags=null)

keyword manager holotoolkit

RaiseHoldCanceled ( IInputSource source, uint sourceId, object tags=null) RaiseHoldCompleted ( IInputSource source, uint sourceId, object tags=null) RaiseHoldStarted ( IInputSource source, uint sourceId, object tags=null) RaiseManipulationCanceled ( IInputSource source, uint sourceId, object tags=null) RaiseManipulationCompleted ( IInputSource source, uint sourceId, Vector3 cumulativeDelta, object tags=null) RaiseManipulationUpdated ( IInputSource source, uint sourceId, Vector3 cumulativeDelta, object tags=null) RaiseManipulationStarted ( IInputSource source, uint sourceId, object tags=null) RaiseSourceLost ( IInputSource source, uint sourceId, object tags=null) RaiseSourceDetected ( IInputSource source, uint sourceId, object tags=null) RaiseSourceDown ( IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, object tags=null) RaiseSourceUp ( IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, object tags=null) RaiseInputClicked ( IInputSource source, uint sourceId, InteractionSourcePressInfo pressType, int tapCount, object tags=null) Raise focus enter and exit events for when an input (that supports pointing) points to a game object. RaisePointerSpecificFocusChangedEvents ( IPointingSource pointer, GameObject oldFocusedObject, GameObject newFocusedObject) Raise the event OnFocusExit to the game object when focus exists it. RaiseFocusExit (GameObject deFocusedObject) Raise the event OnFocusEnter to the game object when focus enters it. RaiseFocusEnter (GameObject focusedObject) HandleEvent (BaseEventData eventData, ExecuteEvents.EventFunction eventHandler) More.Ĭlear the input disable stack, which will immediately re-enable input. When the last disabled state is popped off the stack input will be re-enabled. While input is disabled no events will be sent out and the cursor displays a waiting animation. Push a disabled input state onto the input manager. More.Ĭlear all fallback input handlers off the stack. Remove the last game object from the fallback input stack. Any input handlers on the game object are given input events when no modal or focused objects consume the event. Push a game object into the fallback input stack. PushFallbackInputHandler (GameObject inputHandler) RemoveGlobalListener (GameObject listener) More.Īdds a global listener that will receive all input events, regardless of which other game objects might have handled the event beforehand. More.Ĭlear all modal input handlers off the stack. Remove the last game object from the modal input stack. Any input handlers on the game object are given priority to input events before any focused objects. Push a game object into the modal input stack.

keyword manager holotoolkit














Keyword manager holotoolkit