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Fix line endings.
1 parent 453ec08 commit 8afcfd2

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Lines changed: 235 additions & 235 deletions

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OSVR-Unity/Assets/OSVRUnity/Sample/Demo/Scripts/Managers/ColorManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -18,7 +18,7 @@
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/// limitations under the License.
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/// </copyright>
2020

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/// <summary>
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/// <summary>
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/// Author: Bob Berkebile
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/// Email: bob@bullyentertainment.com || bobb@pixelplacement.com
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/// </summary>

OSVR-Unity/Assets/OSVRUnity/Sample/Demo/Scripts/Objects/ColorChanger.cs

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Original file line numberDiff line numberDiff line change
@@ -18,7 +18,7 @@
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/// limitations under the License.
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/// </copyright>
2020

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/// <summary>
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/// <summary>
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/// Author: Bob Berkebile
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/// Email: bob@bullyentertainment.com || bobb@pixelplacement.com
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/// </summary>
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@@ -1,43 +1,43 @@
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/// OSVR-Unity Connection
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///
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/// http://sensics.com/osvr
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///
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/// <copyright>
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/// Copyright 2014 Sensics, Inc.
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///
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/// Licensed under the Apache License, Version 2.0 (the "License");
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/// you may not use this file except in compliance with the License.
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/// You may obtain a copy of the License at
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///
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/// http://www.apache.org/licenses/LICENSE-2.0
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///
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/// Unless required by applicable law or agreed to in writing, software
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/// distributed under the License is distributed on an "AS IS" BASIS,
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/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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/// See the License for the specific language governing permissions and
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/// limitations under the License.
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/// </copyright>
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using UnityEngine;
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using System.Collections;
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/// <summary>
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/// Note that this derives from the OSVR.Unity.InterfaceBase, and so unlike the code in HandleButtonPress.cs,
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/// no class attributes are required to enforce the presence of an InterfaceGameObject component, nor is any
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/// GetComponent usage required to get to the InterfaceGameObject. We can just rely on it being there and use
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/// the inherited properties to access it concisely. Thus, this is the preferred technique for handling callbacks.
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/// </summary>
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public class SampleAnalog : OSVR.Unity.InterfaceBase
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{
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// Use this for initialization
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void Start()
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{
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osvrInterface.RegisterCallback(callback);
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}
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void callback(string path, float value)
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{
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Debug.Log("Got analog value " + value);
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}
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}
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/// OSVR-Unity Connection
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///
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/// http://sensics.com/osvr
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///
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/// <copyright>
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/// Copyright 2014 Sensics, Inc.
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///
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/// Licensed under the Apache License, Version 2.0 (the "License");
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/// you may not use this file except in compliance with the License.
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/// You may obtain a copy of the License at
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///
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/// http://www.apache.org/licenses/LICENSE-2.0
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///
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/// Unless required by applicable law or agreed to in writing, software
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/// distributed under the License is distributed on an "AS IS" BASIS,
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/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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/// See the License for the specific language governing permissions and
18+
/// limitations under the License.
19+
/// </copyright>
20+
21+
using UnityEngine;
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using System.Collections;
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/// <summary>
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/// 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
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{
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// Use this for initialization
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void Start()
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{
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osvrInterface.RegisterCallback(callback);
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}
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void callback(string path, float value)
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{
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Debug.Log("Got analog value " + value);
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}
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}
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Original file line numberDiff line numberDiff line change
@@ -1,41 +1,41 @@
1-
/// OSVR-Unity Connection
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///
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/// http://sensics.com/osvr
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///
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/// <copyright>
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/// 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,
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/// 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>
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public class SampleButtonScript : OSVR.Unity.InterfaceBase
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{
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void Start()
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{
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osvrInterface.RegisterCallback(handleButton);
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}
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void handleButton(string path, bool state)
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{
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Debug.Log("Got button: " + path + " state is " + state);
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}
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}
1+
/// OSVR-Unity Connection
2+
///
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/// http://sensics.com/osvr
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///
5+
/// <copyright>
6+
/// Copyright 2014 Sensics, Inc.
7+
///
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/// 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>
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/// 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 SampleButtonScript : OSVR.Unity.InterfaceBase
31+
{
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void Start()
33+
{
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osvrInterface.RegisterCallback(handleButton);
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}
36+
37+
void handleButton(string path, bool state)
38+
{
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Debug.Log("Got button: " + path + " state is " + state);
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}
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}
Lines changed: 39 additions & 39 deletions
Original file line numberDiff line numberDiff line change
@@ -1,39 +1,39 @@
1-
/// OSVR-Unity Connection
2-
///
3-
/// http://sensics.com/osvr
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///
5-
/// <copyright>
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/// 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-
/// This is a manual way of accessing the InterfaceGameObject component. See SampleButtonScript for the recommended, more elegant solution.
26-
/// </summary>
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[RequireComponent(typeof(OSVR.Unity.InterfaceGameObject))]
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public class HandleButtonPress : MonoBehaviour
29-
{
30-
public void Start()
31-
{
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gameObject.GetComponent<OSVR.Unity.InterfaceGameObject>().osvrInterface.RegisterCallback(handleButton);
33-
}
34-
35-
public void handleButton(string path, bool state)
36-
{
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Debug.Log("Got button: " + path + " state is " + state);
38-
}
39-
}
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+
/// This is a manual way of accessing the InterfaceGameObject component. See SampleButtonScript for the recommended, more elegant solution.
26+
/// </summary>
27+
[RequireComponent(typeof(OSVR.Unity.InterfaceGameObject))]
28+
public class HandleButtonPress : MonoBehaviour
29+
{
30+
public void Start()
31+
{
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gameObject.GetComponent<OSVR.Unity.InterfaceGameObject>().osvrInterface.RegisterCallback(handleButton);
33+
}
34+
35+
public void handleButton(string path, bool state)
36+
{
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Debug.Log("Got button: " + path + " state is " + state);
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}
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}

OSVR-Unity/Assets/OSVRUnity/src/DLLSearchPathFixer.cs

Lines changed: 15 additions & 15 deletions
Original file line numberDiff line numberDiff line change
@@ -1,18 +1,18 @@
1-
/// OSVR-Unity Connection
2-
///
3-
/// <copyright>
4-
/// Copyright 2014 Sensics, Inc.
5-
///
6-
/// Licensed under the Apache License, Version 2.0 (the "License");
7-
/// you may not use this file except in compliance with the License.
8-
/// You may obtain a copy of the License at
9-
///
10-
/// http://www.apache.org/licenses/LICENSE-2.0
11-
///
12-
/// Unless required by applicable law or agreed to in writing, software
13-
/// distributed under the License is distributed on an "AS IS" BASIS,
14-
/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15-
/// See the License for the specific language governing permissions and
1+
/// OSVR-Unity Connection
2+
///
3+
/// <copyright>
4+
/// Copyright 2014 Sensics, Inc.
5+
///
6+
/// Licensed under the Apache License, Version 2.0 (the "License");
7+
/// you may not use this file except in compliance with the License.
8+
/// You may obtain a copy of the License at
9+
///
10+
/// http://www.apache.org/licenses/LICENSE-2.0
11+
///
12+
/// Unless required by applicable law or agreed to in writing, software
13+
/// distributed under the License is distributed on an "AS IS" BASIS,
14+
/// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15+
/// See the License for the specific language governing permissions and
1616
/// limitations under the License.
1717
/// </copyright>
1818

OSVR-Unity/Assets/OSVRUnity/src/InterfaceCallbacks.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -78,7 +78,7 @@ public void Stop()
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analogCallbacks = null;
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}
8080

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#region Generated RegisterCallback overloads and associated data
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#region Generated RegisterCallback overloads and associated data
8282
/// The section between the BEGIN and END generated code can be replaced with the output of running
8383
/// the unity-generate.lua script to update it.
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/* BEGIN GENERATED CODE - unity-generate.lua */

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