Edytuj

Udostępnij za pośrednictwem


HandPulseLogic Class

Definition

Script for triggering the pulse shader effect on hand mesh.

public ref class HandPulseLogic : UnityEngine::MonoBehaviour, Microsoft::MixedReality::Toolkit::Input::IMixedRealityPointerHandler, UnityEngine::EventSystems::IEventSystemHandler
[UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/HandPulseLogic")]
public class HandPulseLogic : UnityEngine.MonoBehaviour, Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointerHandler, UnityEngine.EventSystems.IEventSystemHandler
[<UnityEngine.AddComponentMenu("Scripts/MRTK/SDK/HandPulseLogic")>]
type HandPulseLogic = class
    inherit MonoBehaviour
    interface IMixedRealityPointerHandler
    interface IEventSystemHandler
Public Class HandPulseLogic
Inherits MonoBehaviour
Implements IEventSystemHandler, IMixedRealityPointerHandler
Inheritance
UnityEngine.MonoBehaviour
HandPulseLogic
Attributes
UnityEngine.AddComponentMenuAttribute
Implements
IMixedRealityPointerHandler UnityEngine.EventSystems.IEventSystemHandler

Constructors

HandPulseLogic()

Fields

bPulseOnLookAtPalms
bPulseOnPinch
PalmFacingTime
Pulse
PulseOriginFingertips
PulseOriginPalms

Explicit Interface Implementations

IMixedRealityPointerHandler.OnPointerClicked(MixedRealityPointerEventData)

When a pointer clicked event is raised, this method is used to pass along the event data to the input handler.

IMixedRealityPointerHandler.OnPointerDown(MixedRealityPointerEventData)

When a pointer down event is raised, this method is used to pass along the event data to the input handler.

IMixedRealityPointerHandler.OnPointerDragged(MixedRealityPointerEventData)

Called every frame a pointer is down. Can be used to implement drag-like behaviors.

IMixedRealityPointerHandler.OnPointerUp(MixedRealityPointerEventData)

When a pointer up event is raised, this method is used to pass along the event data to the input handler.

Applies to