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HierarchicalInputModule Class Reference
Inheritance diagram for HierarchicalInputModule:
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Public Member Functions

void resetLayerMask ()
 
void disableLayer (string layer)
 
void enableLayer (string layer)
 
override void UpdateModule ()
 Called every frame by the event system.
 
override void Process ()
 Called every frame after UpdateModule (but only if this module is active!)
 
override void ActivateModule ()
 Called when this module is activated.
 
override void DeactivateModule ()
 
override bool IsPointerOverGameObject (int pointerId)
 
override bool IsModuleSupported ()
 
override bool ShouldActivateModule ()
 

Protected Member Functions

override void Start ()
 
virtual void ProcessDrag (PointerEventData pointerEvent)
 
bool SendUpdateEventToSelectedObject ()
 
void CopyFromTo (CustomEventData @from, CustomEventData @to)
 
void DeselectIfSelectionChanged (GameObject currentOverGo, BaseEventData pointerEvent)
 

Detailed Description

Handles input using the controllers or mouse. This module sends raycasts into the main scene. If the UI Mesh is hit, it also sends raycasts into the UI scene. Once done, it will raise any necessary events (mouse enter, mouse exit, pointer click etc.) Note: This system treats the Vive Controller's trigger just like a left-click!

Definition at line 11 of file HierarchicalInputModule.cs.


The documentation for this class was generated from the following file: