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1 | | -/// OSVR-Unity Connection |
2 | | -/// |
3 | | -/// http://sensics.com/osvr |
4 | | -/// |
5 | | -/// <copyright> |
6 | | -/// Copyright 2014 Sensics, Inc. |
7 | | -/// |
8 | | -/// Licensed under the Apache License, Version 2.0 (the "License"); |
9 | | -/// you may not use this file except in compliance with the License. |
10 | | -/// You may obtain a copy of the License at |
11 | | -/// |
12 | | -/// http://www.apache.org/licenses/LICENSE-2.0 |
13 | | -/// |
14 | | -/// Unless required by applicable law or agreed to in writing, software |
15 | | -/// distributed under the License is distributed on an "AS IS" BASIS, |
16 | | -/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
17 | | -/// See the License for the specific language governing permissions and |
18 | | -/// limitations under the License. |
19 | | -/// </copyright> |
20 | | - |
21 | | -using UnityEngine; |
22 | | -using System.Collections; |
23 | | - |
24 | | -/// <summary> |
25 | | -/// Note that this derives from the OSVR.Unity.InterfaceBase, and so unlike the code in HandleButtonPress.cs, |
26 | | -/// no class attributes are required to enforce the presence of an InterfaceGameObject component, nor is any |
27 | | -/// GetComponent usage required to get to the InterfaceGameObject. We can just rely on it being there and use |
28 | | -/// the inherited properties to access it concisely. Thus, this is the preferred technique for handling callbacks. |
29 | | -/// </summary> |
30 | | -public class SampleAnalog : OSVR.Unity.InterfaceBase |
31 | | -{ |
32 | | - |
33 | | - // Use this for initialization |
34 | | - void Start() |
35 | | - { |
36 | | - osvrInterface.RegisterCallback(callback); |
37 | | - } |
38 | | - |
39 | | - void callback(string path, float value) |
40 | | - { |
41 | | - Debug.Log("Got analog value " + value); |
42 | | - } |
43 | | -} |
| 1 | +/// OSVR-Unity Connection |
| 2 | +/// |
| 3 | +/// http://sensics.com/osvr |
| 4 | +/// |
| 5 | +/// <copyright> |
| 6 | +/// Copyright 2014 Sensics, Inc. |
| 7 | +/// |
| 8 | +/// Licensed under the Apache License, Version 2.0 (the "License"); |
| 9 | +/// you may not use this file except in compliance with the License. |
| 10 | +/// You may obtain a copy of the License at |
| 11 | +/// |
| 12 | +/// http://www.apache.org/licenses/LICENSE-2.0 |
| 13 | +/// |
| 14 | +/// Unless required by applicable law or agreed to in writing, software |
| 15 | +/// distributed under the License is distributed on an "AS IS" BASIS, |
| 16 | +/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| 17 | +/// See the License for the specific language governing permissions and |
| 18 | +/// limitations under the License. |
| 19 | +/// </copyright> |
| 20 | + |
| 21 | +using UnityEngine; |
| 22 | +using System.Collections; |
| 23 | + |
| 24 | +/// <summary> |
| 25 | +/// Note that this derives from the OSVR.Unity.InterfaceBase, and so unlike the code in HandleButtonPress.cs, |
| 26 | +/// no class attributes are required to enforce the presence of an InterfaceGameObject component, nor is any |
| 27 | +/// GetComponent usage required to get to the InterfaceGameObject. We can just rely on it being there and use |
| 28 | +/// the inherited properties to access it concisely. Thus, this is the preferred technique for handling callbacks. |
| 29 | +/// </summary> |
| 30 | +public class SampleAnalog : OSVR.Unity.InterfaceBase |
| 31 | +{ |
| 32 | + |
| 33 | + // Use this for initialization |
| 34 | + void Start() |
| 35 | + { |
| 36 | + osvrInterface.RegisterCallback(callback); |
| 37 | + } |
| 38 | + |
| 39 | + void callback(string path, float value) |
| 40 | + { |
| 41 | + Debug.Log("Got analog value " + value); |
| 42 | + } |
| 43 | +} |
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