Activate raycast triggers using oculus controller buttons and fingertip distance
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Inherits C2M2.Interaction.RaycastEventSignaler.
Activate raycast triggers using oculus controller buttons and fingertip distance
◆ CheckPressDistance()
bool C2M2.Interaction.OculusEventSignaler.CheckPressDistance |
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RaycastHit |
hit | ) |
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private |
Figure out if we should trigger a press based on distance
- Returns
- True if we have instigated a click event by coming within click distance, True if we are holding a press by remaining within hysteresis distance (3 * click distance) after clicking, False otherwise
◆ LineRendererSetActive()
void C2M2.Interaction.OculusEventSignaler.LineRendererSetActive |
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bool |
active | ) |
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private |
Enable/Disable line renderer depending on if raycasting mode is enabled
- Parameters
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active | True to enable line renderer, false to disable |
◆ OnAwake()
override void C2M2.Interaction.OculusEventSignaler.OnAwake |
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protectedvirtual |
◆ OnPressBegin()
override void C2M2.Interaction.OculusEventSignaler.OnPressBegin |
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protectedvirtual |
◆ OnPressEnd()
override void C2M2.Interaction.OculusEventSignaler.OnPressEnd |
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protectedvirtual |
◆ OnStart()
override void C2M2.Interaction.OculusEventSignaler.OnStart |
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protectedvirtual |
◆ PressCondition()
override bool C2M2.Interaction.OculusEventSignaler.PressCondition |
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protectedvirtual |
◆ RaycastingMethod()
override bool C2M2.Interaction.OculusEventSignaler.RaycastingMethod |
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out RaycastHit |
hit, |
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float |
maxDistance, |
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LayerMask |
layerMask |
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) |
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protectedvirtual |
◆ RaycastRequested()
override bool C2M2.Interaction.OculusEventSignaler.RaycastRequested |
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protectedvirtual |
Rrequire some condition before raycast requests are made.
You can require a button be pressed before raycasting. In Oculus, this returns true if button "One" is pressed down. With mouse raycasting, this returns true if the mouse button is pressed down
Implements C2M2.Interaction.RaycastEventSignaler.
◆ SearchForHand()
IEnumerator C2M2.Interaction.OculusEventSignaler.SearchForHand |
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int |
waitFrames | ) |
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private |
◆ StaticHandSetActive()
void C2M2.Interaction.OculusEventSignaler.StaticHandSetActive |
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bool |
active | ) |
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private |
Enable/disable static raycasting hand model and default hand
- Parameters
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active | True to enable static hand, false to enable regular OVR hand |
◆ beginRaycastingButton
OVRInput.Button C2M2.Interaction.OculusEventSignaler.beginRaycastingButton = OVRInput.Button.One |
◆ controller
OVRInput.Controller C2M2.Interaction.OculusEventSignaler.controller = OVRInput.Controller.RTouch |
◆ defaultHand
UnityEngine.GameObject C2M2.Interaction.OculusEventSignaler.defaultHand = null |
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private |
◆ distancePressed
bool C2M2.Interaction.OculusEventSignaler.distancePressed = false |
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private |
◆ grabber
OVRGrabber C2M2.Interaction.OculusEventSignaler.grabber = null |
◆ isLeftHand
bool C2M2.Interaction.OculusEventSignaler.isLeftHand = false |
◆ lineRend
LineRenderer C2M2.Interaction.OculusEventSignaler.lineRend |
◆ localAvatar
Transform C2M2.Interaction.OculusEventSignaler.localAvatar |
◆ pressDistance
float C2M2.Interaction.OculusEventSignaler.pressDistance = 0.01f |
◆ pressedColor
Color C2M2.Interaction.OculusEventSignaler.pressedColor = new Color(1f, 0.6f, 0f) |
◆ staticHand
MeshRenderer C2M2.Interaction.OculusEventSignaler.staticHand |
◆ toggled
bool C2M2.Interaction.OculusEventSignaler.toggled = false |
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private |
◆ toggleMode
bool C2M2.Interaction.OculusEventSignaler.toggleMode = true |
◆ triggerEventsButton
OVRInput.Button C2M2.Interaction.OculusEventSignaler.triggerEventsButton = OVRInput.Button.PrimaryIndexTrigger |
◆ unpressedColor
Color C2M2.Interaction.OculusEventSignaler.unpressedColor = Color.cyan |
◆ Toggled
bool C2M2.Interaction.OculusEventSignaler.Toggled |
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getprivate |
The documentation for this class was generated from the following file: