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Sequence Class

Chains together a number of IActiveStates into a sequence.
Oculus::Interaction::PoseDetection::Sequence extends MonoBehaviour.
Oculus::Interaction::PoseDetection::Sequence extends Oculus.Interaction.IActiveState.
Oculus::Interaction::PoseDetection::Sequence extends Oculus.Interaction.ITimeConsumer.

Overview

Properties

int
Returns the index of the step in _stepsToActivate whose conditions are waiting to be activated.
bool
Active[Get]

Public Member Functions

void
SetTimeProvider
( Func< float > timeProvider )
Sets a function that returns the current time in seconds.
void
void
void
InjectOptionalTimeProvider
( Func< float > timeProvider )

Object Data

void
Awake ( )
void
Start ( )
void
Update ( )

Details

Detailed Description

The Sequence._stepsToActivate field contains an optional list of IActiveState's which must be 'activated' in order. The sequence can progress from Step N to N + 1 when: MinActiveTime <= "Time step N active for" <= MaxStepTime, and: Step N just became inactive OR Step N is the last step OR Step N+1 is active
Note that once the sequence has moved on to the next step, the previous step does not need to remain active. Each step has three fields: ActiveState: The IActiveState that is used to determine if the conditions of this step are fulfilled MinActiveTime: How long (in seconds) the IActiveState of this step must be contiguously active before moving on to the next step. If the ActiveState drops out of being active for even a single frame the countdown is reset. MaxStepTime: If the elapsed time that the sequence is spent waiting for this step to reach its MinActiveTime exceeds this value then the whole sequence is reset back to the beginning.
Once all steps are complete the Sequence.Active becomes true. It will remain true as long as RemainActiveWhile is true. If _remainActiveCooldown > 0, Sequence.Active will remain active even after RemainActiveWhile becomes false until the cooldown timer is met. The timer is reset if RemainActiveWhile becomes true again.

Properties

IActiveState Oculus.Interaction.PoseDetection.Sequence.RemainActiveWhile
No description available.
int Oculus.Interaction.PoseDetection.Sequence.CurrentActivationStep
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.
bool Oculus.Interaction.PoseDetection.Sequence.Active
No description available.

Member Functions

void Oculus.Interaction.PoseDetection.Sequence.SetTimeProvider
( Func< float > timeProvider )
Sets a function that returns the current time in seconds.
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalStepsToActivate
( ActivationStep[] stepsToActivate )
No description available.
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalRemainActiveWhile
( IActiveState activeState )
No description available.
void Oculus.Interaction.PoseDetection.Sequence.InjectOptionalTimeProvider
( Func< float > timeProvider )
No description available.

Object Data

virtual void Oculus.Interaction.PoseDetection.Sequence.Awake ( )
No description available.
virtual void Oculus.Interaction.PoseDetection.Sequence.Start ( )
No description available.
virtual void Oculus.Interaction.PoseDetection.Sequence.Update ( )
No description available.
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