Class YVRInputModule
Override PointerInputModule to allow UI to interact with custom ray
public class YVRInputModule : PointerInputModule
- Inheritance
-
ObjectComponentBehaviourMonoBehaviourUIBehaviourBaseInputModulePointerInputModuleYVRInputModule
- Inherited Members
-
PointerInputModule.kMouseLeftIdPointerInputModule.kMouseRightIdPointerInputModule.kMouseMiddleIdPointerInputModule.kFakeTouchesIdPointerInputModule.m_PointerDataPointerInputModule.RemovePointerData(PointerEventData)PointerInputModule.CopyFromTo(PointerEventData, PointerEventData)PointerInputModule.GetMousePointerEventData()PointerInputModule.ProcessDrag(PointerEventData)PointerInputModule.ClearSelection()PointerInputModule.ToString()PointerInputModule.DeselectIfSelectionChanged(GameObject, BaseEventData)BaseInputModule.m_RaycastResultCacheBaseInputModule.m_InputOverrideBaseInputModule.OnEnable()BaseInputModule.OnDisable()BaseInputModule.FindCommonRoot(GameObject, GameObject)BaseInputModule.HandlePointerExitAndEnter(PointerEventData, GameObject)BaseInputModule.GetBaseEventData()BaseInputModule.ShouldActivateModule()BaseInputModule.DeactivateModule()BaseInputModule.ActivateModule()BaseInputModule.UpdateModule()BaseInputModule.IsModuleSupported()BaseInputModule.ConvertUIToolkitPointerId(PointerEventData)BaseInputModule.inputBaseInputModule.inputOverrideBaseInputModule.eventSystemUIBehaviour.Awake()UIBehaviour.IsActive()UIBehaviour.OnValidate()UIBehaviour.Reset()UIBehaviour.OnRectTransformDimensionsChange()UIBehaviour.OnBeforeTransformParentChanged()UIBehaviour.OnTransformParentChanged()UIBehaviour.OnDidApplyAnimationProperties()UIBehaviour.OnCanvasGroupChanged()UIBehaviour.OnCanvasHierarchyChanged()UIBehaviour.IsDestroyed()MonoBehaviour.IsInvoking()MonoBehaviour.CancelInvoke()MonoBehaviour.StopCoroutine(Coroutine)MonoBehaviour.StopAllCoroutines()MonoBehaviour.destroyCancellationTokenMonoBehaviour.useGUILayoutMonoBehaviour.runInEditModeBehaviour.enabledBehaviour.isActiveAndEnabledComponent.GetComponent<T>()Component.TryGetComponent<T>(out T)Component.GetComponentInChildren<T>()Component.GetComponentsInChildren<T>()Component.GetComponentInParent<T>()Component.GetComponentsInParent<T>()Component.GetComponents<T>()Component.transformComponent.gameObjectComponent.tagObject.GetInstanceID()Object.GetHashCode()Object.Instantiate(Object, Vector3, Quaternion)Object.Instantiate(Object, Vector3, Quaternion, Transform)Object.Instantiate(Object)Object.Instantiate(Object, Transform)Object.Instantiate<T>(T)Object.Instantiate<T>(T, Vector3, Quaternion)Object.Instantiate<T>(T, Vector3, Quaternion, Transform)Object.Instantiate<T>(T, Transform)Object.Destroy(Object)Object.DestroyImmediate(Object)Object.DontDestroyOnLoad(Object)Object.DestroyObject(Object)Object.FindObjectsOfType<T>()Object.FindObjectsByType<T>(FindObjectsSortMode)Object.FindObjectsByType<T>(FindObjectsInactive, FindObjectsSortMode)Object.FindObjectOfType<T>()Object.FindFirstObjectByType<T>()Object.FindAnyObjectByType<T>()Object.FindFirstObjectByType<T>(FindObjectsInactive)Object.FindAnyObjectByType<T>(FindObjectsInactive)Object.nameObject.hideFlags
Fields
- customProvider
Customized input data provider
- disableModuleOnFocusLost
Disable YVRInputModule when losing focus
- dragAngleThreshold
Minimum drag threshold in degree
- enableHMDRayAgent
Whether use HMD as ray transform when both controller is disconnected
Properties
- Instance
Get Instance of YVRInputModule
- eventData
The event data set from input module to event system
- inputDataProvider
Current using input data provider
- inputDataProviderSource
current using input data provider source
- rayTransform
Transform that decide ray's origin and direction
- raycastGameObject
The ray casting game object of this frame
- raycastResult
The raycast result of this frame
Methods
- GetFirstRaycast(Vector3, Vector3, Vector2, List<RaycastResult>)
Use event system to get first raycast result
- GetSimulatedButtonState()
Get the simulate button state (press / released or not) in this frame
- GetSimulatedMouseState()
Get the simulated mouse state which override the default mouse state required by PointerInputModule
- Process()
Override PointerInputModule.Process to handle custom input events
- ProcessDrag(MouseButtonEventData)
Process the simulated mouse drag state
- ProcessMousePress(MouseButtonEventData)
Process the simulated mouse button press state
- ProcessMouseState(MouseState)
Process the simulated mouse state
- ProcessMove(PointerEventData)
Process the simulated mouse move state
- ProcessScroll(MouseButtonEventData)
Process the simulated mouse scroll state
- SetInputDataProvider(DataProviderSource)
Set the currently used data provider
Events
- onInputDataProviderChanged
Callback when module input changed
- onRaycastHit
Callback when raycast hit sth