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LocomotionActiveState Class

Extends MonoBehaviour
Keeps an ActiveState active if it receives any locomotion event.
It becomes false after IdleTime seconds without receiving any events, in order to prevent false deactivations due to the continous nature of sliding locomotion events.

Protected Fields

_started : bool
Signature
bool Oculus.Interaction.Locomotion.LocomotionActiveState._started

Properties

Active : bool
[Get]
Signature
bool Oculus.Interaction.Locomotion.LocomotionActiveState.Active
IdleTime : float
[Get][Set]
Signature
float Oculus.Interaction.Locomotion.LocomotionActiveState.IdleTime

Protected Methods

Awake ()
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.Awake()
Returns
void
OnDisable ()
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.OnDisable()
Returns
void
OnEnable ()
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.OnEnable()
Returns
void
Start ()
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.Start()
Returns
void
Update ()
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.Update()
Returns
void

Methods

SetTimeProvider ( timeProvider )
Sets a custom function that provides the current time in seconds.
Signature
void Oculus.Interaction.Locomotion.LocomotionActiveState.SetTimeProvider(Func< float > timeProvider)
Parameters
timeProvider: Func< float >  A delegate that returns the current time in seconds.
Returns
void