Class BaseControllerPointer
Base Pointer class for pointers that exist in the scene as GameObjects.
Inheritance
BaseControllerPointer
Implements
IEventSystemHandler
IEqualityComparer
Assembly: cs.temp.dll.dll
public abstract class BaseControllerPointer : ControllerPoseSynchronizer, IMixedRealityControllerPoseSynchronizer, IMixedRealitySourcePoseHandler, IMixedRealitySourceStateHandler, IMixedRealityInputHandler, IMixedRealityBaseInputHandler, IMixedRealityInputHandler<float>, IMixedRealityInputHandler<Vector2>, IMixedRealityInputHandler<Vector3>, IMixedRealityInputHandler<Quaternion>, IMixedRealityInputHandler<MixedRealityPose>, IEventSystemHandler, IMixedRealityPointer, IEqualityComparer
Fields
True if select has been pressed once since this component was enabled
Declaration
protected bool HasSelectPressedOnce
Field Value
Declaration
protected bool IsHoldPressed
Field Value
True if select is pressed right now
Declaration
protected bool IsSelectPressed
Field Value
Declaration
protected MixedRealityInputAction pointerAction
Field Value
Declaration
protected Transform raycastOrigin
Field Value
Type |
Description |
Transform |
|
Properties
Declaration
public IMixedRealityCursor BaseCursor { get; set; }
Property Value
The current controller reference.
Declaration
public override IMixedRealityController Controller { get; set; }
Property Value
Overrides
The currently active cursor modifier.
Declaration
public ICursorModifier CursorModifier { get; set; }
Property Value
The length of the pointer when nothing is hit.
Declaration
public float DefaultPointerExtent { get; set; }
Property Value
Declaration
protected bool DisableCursorOnStart { get; }
Property Value
The currently focused target.
Declaration
public IMixedRealityFocusHandler FocusTarget { get; set; }
Property Value
This pointer's input source parent.
Declaration
public IMixedRealityInputSource InputSourceParent { get; protected set; }
Property Value
Declaration
public virtual bool IsActive { get; set; }
Property Value
Is the focus for this pointer currently locked?
Declaration
public bool IsFocusLocked { get; set; }
Property Value
Is the pointer active and have the conditions for the interaction been satisfied to enable the interaction?
Declaration
public virtual bool IsInteractionEnabled { get; }
Property Value
Specifies whether the pointer's target position (cursor) is locked to the target object when focus is locked.
Most pointers want the cursor to "stick" to the object when manipulating, so set this to true by default.
Declaration
public virtual bool IsTargetPositionLockedOnFocusLock { get; set; }
Property Value
Maximum distance at which all pointers can collide with a GameObject, unless it has an override extent.
Declaration
public float PointerExtent { get; set; }
Property Value
Declaration
public uint PointerId { get; }
Property Value
Declaration
public string PointerName { get; set; }
Property Value
Declaration
public virtual Vector3 Position { get; }
Property Value
The physics layers to use when performing scene queries.
Declaration
public LayerMask[] PrioritizedLayerMasksOverride { get; set; }
Property Value
Type |
Description |
LayerMask[] |
|
Declaration
public RayStep[] Rays { get; protected set; }
Property Value
Type |
Description |
RayStep[] |
|
Ray stabilizer used when calculating position of pointer end point.
Declaration
public IBaseRayStabilizer RayStabilizer { get; set; }
Property Value
Type |
Description |
IBaseRayStabilizer |
|
The scene query pointer result.
Declaration
public IPointerResult Result { get; set; }
Property Value
Declaration
public virtual Quaternion Rotation { get; }
Property Value
Type |
Description |
Quaternion |
|
The type of physics scene query to use.
Declaration
public virtual SceneQueryType SceneQueryType { get; set; }
Property Value
Type |
Description |
SceneQueryType |
|
The radius to use when SceneQueryType is set to Sphere or SphereColliders.
Declaration
public float SphereCastRadius { get; set; }
Property Value
Methods
Declaration
public override bool Equals(object obj)
Parameters
Type |
Name |
Description |
Object |
obj |
|
Returns
Declaration
public override int GetHashCode()
Returns
Declaration
protected override void OnDisable()
Overrides
Declaration
protected override void OnEnable()
Overrides
Input Down updates from Interactions, Keys, or any other simple input.
Declaration
public override void OnInputDown(InputEventData eventData)
Parameters
Overrides
Input Up updates from Interactions, Keys, or any other simple input.
Declaration
public override void OnInputUp(InputEventData eventData)
Parameters
Overrides
OnPostSceneQuery()
Called after performing the scene query.
Declaration
public virtual void OnPostSceneQuery()
Called during the scene query just before the current pointer target changes.
Declaration
public virtual void OnPreCurrentPointerTargetChange()
Called before performing the scene query.
Declaration
public virtual void OnPreSceneQuery()
Raised when a source is lost.
Declaration
public override void OnSourceLost(SourceStateEventData eventData)
Parameters
Overrides
Declaration
public virtual void SetCursor(GameObject newCursor = null)
Parameters
Type |
Name |
Description |
GameObject |
newCursor |
The new cursor
|
Declaration
protected override void Start()
Overrides
Implements
IEventSystemHandler
IEqualityComparer