Active
: bool
[Get] |
Evaluates the current state of the component and returns whether it is active.
The logic for determining the active state is defined by the implementing class. This method is typically used in interaction scripts to check whether a certain condition is met before triggering an event or action. For example implementations, please refer to HandActiveState.Active and ActiveStateGroup.Active.
Signature
bool Active |
JointIdA
: HandJointId
[Get][Set] |
Signature
HandJointId JointIdA |
JointIdB
: HandJointId
[Get][Set] |
Signature
HandJointId JointIdB |
Awake
()
|
Signature
virtual void Awake() Returns void |
Start
()
|
Signature
virtual void Start() Returns void |
Update
()
|
Signature
virtual void Update() Returns void |
InjectAllJointDistanceActiveState
(
handA
, handB
)
| |
InjectHandA
(
handA
)
| |
InjectHandB
(
handB
)
| |
InjectJointIdA
(
jointIdA
)
|
Signature
void InjectJointIdA(HandJointId jointIdA) Parameters jointIdA: HandJointIdReturns void |
InjectJointIdB
(
jointIdB
)
|
Signature
void InjectJointIdB(HandJointId jointIdB) Parameters jointIdB: HandJointIdReturns void |
InjectOptionalDistance
(
val
)
|
Signature
void InjectOptionalDistance(float val) Parameters val: floatReturns void |
InjectOptionalMinTimeInState
(
val
)
|
Signature
void InjectOptionalMinTimeInState(float val) Parameters val: floatReturns void |
InjectOptionalThresholdWidth
(
val
)
|
Signature
void InjectOptionalThresholdWidth(float val) Parameters val: floatReturns void |