_started
: bool |
Signature
bool _started |
Data
: object
[Get] |
A generic metadata property used for a variety of purposes in Interaction SDK logic.
Though this property is public, it has no formal contract, and consequently it is generally not safe to assume that any specific piece of information is available through this property on any instance at any time.
Signature
object Data |
InteractorsCount
: int
[Get] |
Signature
int InteractorsCount |
InteractorViews
: IEnumerable< IInteractorView >
[Get] |
Enumerates all of the IInteractorViews currently associated with this instance.
This includes all varieties of interaction association (both InteractableState.Hover and InteractableState.Select), but does not include candidacy (see IInteractorView.HasCandidate).
Signature
IEnumerable<IInteractorView> InteractorViews |
MaxInteractors
: int
[Get] |
The largest number of conceptual "interactor" instances (technically IInteractorViews) which can simultaneously interact with this instance.
By convention, -1 indicates an unbounded maximum.
Signature
int MaxInteractors |
MaxSelectingInteractors
: int
[Get] |
The largest number of conceptual "interactor" instances (technically IInteractorViews) which can simultaneously select this instance.
By convention, -1 indicates an unbounded maximum.
Signature
int MaxSelectingInteractors |
SelectingInteractorsCount
: int
[Get] |
Signature
int SelectingInteractorsCount |
SelectingInteractorViews
: IEnumerable< IInteractorView >
[Get] |
Enumerates all of the IInteractorViews currently selecting this instance, excluding all states of association other than InteractableState.Select.
Signature
IEnumerable<IInteractorView> SelectingInteractorViews |
State
: InteractableState
[Get][Set] |
The current InteractableState of the conceptual "interactable" represented by this IInteractableView.
This property is used in core Interaction SDK logic, and querying it directly is not recommended as the state can change repeatedly and at unpredictable times within a frame depending on occurrances within the interaction system. Rather than querying the state at an arbitrary point during the frame, it is recommended to observe the WhenStateChanged event (either directly our through an InteractableUnityEventWrapper) in order to reliably handle all state changes as they come.
Signature
InteractableState State |
WhenInteractorViewAdded
: Action< IInteractorView > |
Signature
Action<IInteractorView> WhenInteractorViewAdded |
WhenInteractorViewRemoved
: Action< IInteractorView > |
Signature
Action<IInteractorView> WhenInteractorViewRemoved |
WhenSelectingInteractorViewAdded
: Action< IInteractorView > |
Signature
Action<IInteractorView> WhenSelectingInteractorViewAdded |
WhenSelectingInteractorViewRemoved
: Action< IInteractorView > |
Signature
Action<IInteractorView> WhenSelectingInteractorViewRemoved |
WhenStateChanged
: Action< InteractableStateChangeArgs > |
Signature
Action<InteractableStateChangeArgs> WhenStateChanged |
Awake
()
|
Signature
virtual void Awake() Returns void |
OnDisable
()
|
Signature
virtual void OnDisable() Returns void |
OnEnable
()
|
Signature
virtual void OnEnable() Returns void |
Start
()
|
Signature
virtual void Start() Returns void |
InjectAllInteractableGroupView
(
interactables
)
|
Signature
void InjectAllInteractableGroupView(List< IInteractableView > interactables) Parameters interactables: List< IInteractableView >Returns void |
InjectInteractables
(
interactables
)
|
Signature
void InjectInteractables(List< IInteractableView > interactables) Parameters interactables: List< IInteractableView >Returns void |
InjectOptionalData
(
data
)
|
Signature
void InjectOptionalData(object data) Parameters data: objectReturns void |