本文整理汇总了C#中TouchScript.Gestures.Gesture类的典型用法代码示例。如果您正苦于以下问题:C# Gesture类的具体用法?C# Gesture怎么用?C# Gesture使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
Gesture类属于TouchScript.Gestures命名空间,在下文中一共展示了Gesture类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: OnEnable
protected virtual void OnEnable()
{
hideFlags = HideFlags.HideAndDontSave;
instance = target as Gesture;
advanced = serializedObject.FindProperty("advancedProps");
friendlyGestures = serializedObject.FindProperty("friendlyGestures");
requireGestureToFail = serializedObject.FindProperty("requireGestureToFail");
combineTouches = serializedObject.FindProperty("combineTouches");
combineTouchesInterval = serializedObject.FindProperty("combineTouchesInterval");
useSendMessage = serializedObject.FindProperty("useSendMessage");
sendMessageTarget = serializedObject.FindProperty("sendMessageTarget");
sendStateChangeMessages = serializedObject.FindProperty("sendStateChangeMessages");
friendlyGesturesList = new ReorderableList(serializedObject, friendlyGestures, false, false, false, true);
friendlyGesturesList.headerHeight = 0;
friendlyGesturesList.drawElementCallback += (rect, index, active, focused) =>
{
rect.height = 16;
var gesture = friendlyGestures.GetArrayElementAtIndex(index).objectReferenceValue as Gesture;
if (gesture == null)
{
// Killing null elements.
indexToRemove = index;
EditorGUI.LabelField(rect, GUIContent.none);
return;
}
EditorGUI.LabelField(rect, string.Format("{0} @ {1}", gesture.GetType().Name, gesture.name), GUIElements.BoxLabelStyle);
};
friendlyGesturesList.onRemoveCallback += list => { indexToRemove = list.index; };
}
示例2: OnEnter
public override void OnEnter()
{
gesture = GestureUtils.GetGesture<Gesture>(Fsm, GameObject, Gesture, Component, false);
if (gesture == null)
{
LogError("Gesture is missing");
return;
}
gesture.StateChanged += gestureStateChangedHandler;
}
示例3: addFriendlyGesture
private void addFriendlyGesture(SerializedProperty prop, Gesture value)
{
if (value == null || value == target) return;
addGesture(prop, value);
var so = new SerializedObject(value);
so.Update();
SerializedProperty p = so.FindProperty(FRIENDLY_GESTURES_PROP);
p.arraySize++;
p.GetArrayElementAtIndex(p.arraySize - 1).objectReferenceValue = target;
so.ApplyModifiedProperties();
EditorUtility.SetDirty(value);
}
示例4: OnEnter
public override void OnEnter()
{
gesture = GestureUtils.GetGesture<Gesture>(Fsm, GameObject, Gesture, Component, false);
if (gesture == null)
{
LogError("Gesture is missing");
return;
}
ITouchHit hit;
gesture.GetTargetHitResult(out hit);
var hit3d = hit as ITouchHit3D;
if (hit3d == null) return;
if (Collider != null) Collider.Value = hit3d.Collider;
if (RigidBody != null) RigidBody.Value = hit3d.Rigidbody;
if (Normal != null) Normal.Value = hit3d.Normal;
if (Point != null) Point.Value = hit3d.Point;
Finish();
}
示例5: shouldBegin
private bool shouldBegin(Gesture gesture)
{
bool result = true;
if (GlobalGestureDelegate != null) result = GlobalGestureDelegate.ShouldBegin(gesture);
return result && gesture.ShouldBegin();
}
示例6: failGesture
private void failGesture(Gesture gesture)
{
gesture.INTERNAL_SetState(Gesture.GestureState.Failed);
}
示例7: gestureIsActive
private bool gestureIsActive(Gesture gesture)
{
if (gesture.gameObject.activeInHierarchy == false) return false;
if (gesture.enabled == false) return false;
switch (gesture.State)
{
case Gesture.GestureState.Failed:
case Gesture.GestureState.Recognized:
case Gesture.GestureState.Cancelled:
return false;
default:
return true;
}
}
示例8: doUpdateEnded
private void doUpdateEnded(Gesture gesture, TouchPoint touch)
{
gesture.INTERNAL_TouchEnded(touch);
}
示例9: INTERNAL_GestureChangeState
internal Gesture.GestureState INTERNAL_GestureChangeState(Gesture gesture, Gesture.GestureState state)
{
bool recognized = false;
switch (state)
{
case Gesture.GestureState.Possible:
break;
case Gesture.GestureState.Began:
switch (gesture.State)
{
case Gesture.GestureState.Possible:
break;
default:
print(String.Format("Gesture {0} erroneously tried to enter state {1} from state {2}",
new object[] {gesture, state, gesture.State}));
break;
}
recognized = recognizeGestureIfNotPrevented(gesture);
if (!recognized)
{
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
return Gesture.GestureState.Failed;
}
break;
case Gesture.GestureState.Changed:
switch (gesture.State)
{
case Gesture.GestureState.Began:
case Gesture.GestureState.Changed:
break;
default:
print(String.Format("Gesture {0} erroneously tried to enter state {1} from state {2}",
new object[] {gesture, state, gesture.State}));
break;
}
break;
case Gesture.GestureState.Failed:
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
break;
case Gesture.GestureState.Recognized: // Ended
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
switch (gesture.State)
{
case Gesture.GestureState.Possible:
recognized = recognizeGestureIfNotPrevented(gesture);
if (!recognized)
{
return Gesture.GestureState.Failed;
}
break;
case Gesture.GestureState.Began:
case Gesture.GestureState.Changed:
break;
default:
print(string.Format("Gesture {0} erroneously tried to enter state {1} from state {2}",
new object[] {gesture, state, gesture.State}));
break;
}
break;
case Gesture.GestureState.Cancelled:
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
break;
}
return state;
}
示例10: recognizeGesture
private void recognizeGesture(Gesture gesture)
{
var gestures = getHierarchyContaining(gesture.transform);
foreach (var otherGesture in gestures)
{
if (gesture == otherGesture) continue;
if (!gestureIsActive(otherGesture)) continue;
if (!(otherGesture.State == Gesture.GestureState.Began || otherGesture.State == Gesture.GestureState.Changed) &&
gesture.CanPreventGesture(otherGesture))
{
failGesture(otherGesture);
}
}
}
示例11: gestureCanRecognize
private bool gestureCanRecognize(Gesture gesture)
{
if (!gesture.ShouldBegin()) return false;
var gestures = getHierarchyContaining(gesture.transform);
foreach (var otherGesture in gestures)
{
if (gesture == otherGesture) continue;
if (!gestureIsActive(otherGesture)) continue;
if ((otherGesture.State == Gesture.GestureState.Began || otherGesture.State == Gesture.GestureState.Changed) &&
otherGesture.CanPreventGesture(gesture))
{
return false;
}
}
return true;
}
示例12: failGesture
private void failGesture(Gesture gesture)
{
gesture.SetState(Gesture.GestureState.Failed);
}
示例13: GestureChangeState
internal Gesture.GestureState GestureChangeState(Gesture gesture, Gesture.GestureState state)
{
switch (state)
{
case Gesture.GestureState.Possible:
break;
case Gesture.GestureState.Began:
switch (gesture.State)
{
case Gesture.GestureState.Possible:
break;
default:
print(String.Format("Gesture {0} erroneously tried to enter state {1} from state {2}", gesture, state, gesture.State));
break;
}
if (gestureCanRecognize(gesture))
{
recognizeGesture(gesture);
} else
{
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
return Gesture.GestureState.Failed;
}
break;
case Gesture.GestureState.Changed:
switch (gesture.State)
{
case Gesture.GestureState.Began:
case Gesture.GestureState.Changed:
break;
default:
print(String.Format("Gesture {0} erroneously tried to enter state {1} from state {2}", gesture, state, gesture.State));
break;
}
break;
case Gesture.GestureState.Failed:
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
break;
case Gesture.GestureState.Recognized: // Ended
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
switch (gesture.State)
{
case Gesture.GestureState.Possible:
if (gestureCanRecognize(gesture))
{
recognizeGesture(gesture);
} else
{
return Gesture.GestureState.Failed;
}
break;
case Gesture.GestureState.Began:
case Gesture.GestureState.Changed:
break;
default:
print(String.Format("Gesture {0} erroneously tried to enter state {1} from state {2}", gesture, state, gesture.State));
break;
}
break;
case Gesture.GestureState.Cancelled:
if (!gesturesToReset.Contains(gesture)) gesturesToReset.Add(gesture);
break;
}
return state;
}
示例14: addFriendlyGesture
private void addFriendlyGesture(SerializedProperty prop, Gesture value)
{
if (value == null || value == target) return;
// Adding that gesture to this gesture.
var shouldAdd = true;
for (int i = 0; i < prop.arraySize; i++)
{
if (prop.GetArrayElementAtIndex(i).objectReferenceValue == value)
{
shouldAdd = false;
break;
}
}
if (shouldAdd)
{
prop.arraySize++;
prop.GetArrayElementAtIndex(prop.arraySize - 1).objectReferenceValue = value;
addFriendlyGestureId.Invoke(instance, new object[] {value});
}
// Adding this gesture to that gesture.
shouldAdd = true;
var so = new SerializedObject(value);
so.Update();
SerializedProperty p = so.FindProperty(FRIENDLY_GESTURES_PROP);
for (int i = 0; i < p.arraySize; i++)
{
if (p.GetArrayElementAtIndex(i).objectReferenceValue == target)
{
shouldAdd = false;
break;
}
}
if (shouldAdd)
{
p.arraySize++;
p.GetArrayElementAtIndex(p.arraySize - 1).objectReferenceValue = target;
so.ApplyModifiedProperties();
EditorUtility.SetDirty(value);
addFriendlyGestureId.Invoke(value, new object[] {instance});
}
}
示例15: CanBePreventedByGesture
/// <summary>
/// Determines whether this instance can be prevented by specified gesture.
/// </summary>
/// <param name="gesture"> The gesture. </param>
/// <returns> <c>true</c> if this instance can be prevented by specified gesture; <c>false</c> otherwise. </returns>
public virtual bool CanBePreventedByGesture(Gesture gesture)
{
if (Delegate == null) return !IsFriendly(gesture);
return !Delegate.ShouldRecognizeSimultaneously(this, gesture);
}