Active
: bool
[Get] |
Implements IActiveState.Active, in this case indicating whether the described sequence of IActiveStates has been "recognized" as having occurred with acceptable order and timing.
Signature
bool Oculus.Interaction.PoseDetection.Sequence.Active |
CurrentActivationStep
: int
[Get] |
Returns the index of the step in _stepsToActivate whose conditions are waiting to be activated.
If Active is true, this value will be set to the size of _stepsToActivate. If _stepsToActivate has no steps, this property will be 0.
Signature
int Oculus.Interaction.PoseDetection.Sequence.CurrentActivationStep |
Awake
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.Sequence.Awake() Returns void |
Start
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.Sequence.Start() Returns void |
Update
()
|
Signature
virtual void Oculus.Interaction.PoseDetection.Sequence.Update() Returns void |
InjectOptionalRemainActiveWhile
(
activeState
)
|
Sets the IActiveState for the optional "remain active while" capability (which allows a Sequence to remain active pending the inactivity of the given IActiveState rather than resetting after activation) for a dynamically instantiated Sequence.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalRemainActiveWhile(IActiveState activeState) Parameters activeState: IActiveStateReturns void |
InjectOptionalStepsToActivate
(
stepsToActivate
)
|
Sets the ActivationSteps for a dynamically instantiated Sequence.
This method exists to support Interaction SDK's dependency injection pattern and is not needed for typical Unity Editor-based usage.
Signature
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalStepsToActivate(ActivationStep[] stepsToActivate) Parameters stepsToActivate: ActivationStep []Returns void |
InjectOptionalTimeProvider
(
timeProvider
)
|
Signature
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalTimeProvider(Func< float > timeProvider) Parameters timeProvider: Func< float >Returns void |
SetTimeProvider
(
timeProvider
)
|
Implements ITimeConsumer.SetTimeProvider(Func<float>).
Sets the time provider for this sequence, allowing for the default time provider (Unity's built-in Time.time) to be overridden with custom behavior to enable pausing, time dilation, etc.
Signature
void Oculus.Interaction.PoseDetection.Sequence.SetTimeProvider(Func< float > timeProvider) Parameters timeProvider: Func< float >
The new time provider to be used by this instance.
Returns void |
ActivationStep
()
|
Basic constructor for ActivationStep.
Should not be called directly.
This empty constructor is typically invoked by Unity logic when deserializing a serialized-and-saved ActivationStep.
Signature
Oculus.Interaction.PoseDetection.Sequence.ActivationStep.ActivationStep() |
ActivationStep
(
activeState
, minActiveTime
, maxStepTime
)
|
Constructor for constructing new ActivationSteps programmatically.
Signature
Oculus.Interaction.PoseDetection.Sequence.ActivationStep.ActivationStep(IActiveState activeState, float minActiveTime, float maxStepTime) Parameters |
MaxStepTime
: float |
The maximum amount of time a Sequence can remain in this ActivationStep (without proceeding to the next one) before the Sequence "fails out" and must start again from the beginning.
For a detailed overview of the function of ActivationSteps and their role in Sequences, please see the documentation for Sequence.
Signature
float Oculus.Interaction.PoseDetection.Sequence.ActivationStep.MaxStepTime |
MinActiveTime
: float |
The minimum amount of time for which ActiveState must be active in order for this ActivationStep to be considered completed.
For a detailed overview of the function of ActivationSteps and their role in Sequences, please see the documentation for Sequence.
Signature
float Oculus.Interaction.PoseDetection.Sequence.ActivationStep.MinActiveTime |
ActiveState
: IActiveState
[Get] |
The IActiveState whose activation is the condition for completing an ActivationStep of the containing Sequence.
For a detailed overview of the function of ActivationSteps and their role in Sequences, please see the documentation for Sequence.
Signature
IActiveState Oculus.Interaction.PoseDetection.Sequence.ActivationStep.ActiveState |
Start
()
|
Method invoked when a Sequence "moves into" this ActivationStep.
This method should only ever be invoked by the internal logic of its containing Sequence.
Signature
void Oculus.Interaction.PoseDetection.Sequence.ActivationStep.Start() Returns void |