Tanoda
Leap.Unity.Interaction.InteractionSlider Class Reference

A physics-enabled slider. Sliding is triggered by physically pushing the slider to its compressed position. Increasing the horizontal and vertical slide limits allows it to act as either a 1D or 2D slider. /summary> More...

Inheritance diagram for Leap.Unity.Interaction.InteractionSlider:
Leap.Unity.Interaction.InteractionButton Leap.Unity.Interaction.InteractionBehaviour Leap.Unity.Interaction.IInteractionBehaviour

Classes

class  FloatEvent
 

Public Types

enum  SliderType { Vertical , Horizontal , TwoDimensional }
 
- Public Types inherited from Leap.Unity.Interaction.InteractionButton
enum  StartingPositionMode { Depressed , Relaxed }
 
- Public Types inherited from Leap.Unity.Interaction.InteractionBehaviour
enum  GraspedMovementType { Inherit , Kinematic , Nonkinematic }
 
enum  EventType {
  HoverBegin = 100 , HoverEnd = 101 , HoverStay = 102 , PerControllerHoverBegin = 110 ,
  PerControllerHoverEnd = 111 , PrimaryHoverBegin = 120 , PrimaryHoverEnd = 121 , PrimaryHoverStay = 122 ,
  PerControllerPrimaryHoverBegin = 130 , PerControllerPrimaryHoverEnd = 132 , GraspBegin = 140 , GraspEnd = 141 ,
  GraspStay = 142 , PerControllerGraspBegin = 150 , PerControllerGraspEnd = 152 , SuspensionBegin = 160 ,
  SuspensionEnd = 161 , ContactBegin = 170 , ContactEnd = 171 , ContactStay = 172 ,
  PerControllerContactBegin = 180 , PerControllerContactEnd = 181
}
 

Public Member Functions

void RecalculateSliderLimits ()
 
- Public Member Functions inherited from Leap.Unity.Interaction.InteractionButton
void SetMinHeight (float minHeight)
 Sets the minimum height (x component) of the minMaxHeight property. The minimum height can't be set larger than the maximum height with this method (it will be clamped if necessary). More...
 
void setMinHeight (float minHeight)
 
void SetMaxHeight (float maxHeight)
 Sets the maximum height (y component) of the minMaxHeight property. The maximum height can't be set smaller than the minimum height with this method (it will be clamped if necessary). More...
 
void setMaxHeight (float maxHeight)
 
- Public Member Functions inherited from Leap.Unity.Interaction.InteractionBehaviour
bool ReleaseFromGrasp ()
 Releases this object from the interaction controller currently grasping it, if it is grasped, and returns true. If the object was not grasped, this method returns false. Directly after calling this method, the object is guaranteed not to be held. However, a grasp may retrigger on the next frame, if the Interaction Controller determines that the released object should be grasped. The safest way to ensure an object is released and ungraspable is to use the interaction object's ignoreGrasp property. More...
 
Vector3 GetGraspPoint (InteractionController intController)
 Returns (approximately) where the argument hand is grasping this object. If the interaction controller is not currently grasping this object, returns Vector3.zero, and logs an error to the Unity console. More...
 
void AddLinearAcceleration (Vector3 acceleration)
 Adds a linear acceleration to the center of mass of this object. Use this instead of Rigidbody.AddForce() to accelerate an Interaction object. More...
 
void AddAngularAcceleration (Vector3 acceleration)
 Adds an angular acceleration to the center of mass of this object. Use this instead of Rigidbody.AddTorque() to add angular acceleration to an Interaction object. More...
 
void SetKinematicWithoutGrasp (bool isKinematic)
 Use this if you want to modify the isKinematic state of an interaction object while it is grasped; otherwise the object's grasp settings may return the Rigidbody to the kinematic state of the object from right before it was grasped. More...
 
bool GetKinematicWithoutGrasp ()
 Use this to retrieve the isKinematic state of the interactino object ignoring any temporary modification to isKinematic that may be due to the object being grasped. More...
 
void FixedUpdateObject ()
 The InteractionManager manually calls method this after all InteractionControllerBase objects are updated via the InteractionManager's FixedUpdate(). More...
 
virtual float GetHoverDistance (Vector3 worldPosition)
 Returns a comparative distance to this interaction object. Calculated by finding the smallest distance to each of the object's colliders. More...
 
void BeginHover (List< InteractionController > controllers)
 
void EndHover (List< InteractionController > controllers)
 
void StayHovered (List< InteractionController > controllers)
 
void ClearHoverTracking (bool onlyInvalidControllers=false)
 Clears hover tracking state for this object on all of the currently-hovering controllers. New hover state will begin anew on the next fixed frame if the appropriate conditions for hover are still fulfilled. More...
 
void BeginPrimaryHover (List< InteractionController > controllers)
 
void EndPrimaryHover (List< InteractionController > controllers)
 
void StayPrimaryHovered (List< InteractionController > controllers)
 
void ClearPrimaryHoverTracking ()
 Clears primary hover tracking state for this object on all of the currently- primary-hovering controllers. New priamry hover state will begin anew on the next fixed frame if the appropriate conditions for primary hover are still fulfilled. More...
 
void BeginContact (List< InteractionController > controllers)
 
void EndContact (List< InteractionController > controllers)
 
void StayContacted (List< InteractionController > controllers)
 
void ClearContactTracking ()
 Clears contact tracking for this object on any currently-contacting controllers. If the object is still contacting controllers and they are appropriately enabled, contact will begin anew on the next fixed frame. More...
 
void BeginGrasp (List< InteractionController > controllers)
 
void EndGrasp (List< InteractionController > controllers)
 
void StayGrasped (List< InteractionController > controllers)
 
void BeginSuspension (InteractionController controller)
 
void EndSuspension (InteractionController controller)
 
void FixedUpdateForces ()
 
void RefreshInteractionColliders ()
 Recursively searches the hierarchy of this Interaction object to find all of the Colliders that are attached to its Rigidbody. These will be the colliders used to calculate distance from the controller to determine which object will become the primary hover. More...
 
void RefreshPositionLockedState ()
 Call this method if the InteractionBehaviour's Rigidbody becomes or unbecomes fully positionally locked (X, Y, Z) or if a Joint attached to the Rigidbody no longer locks its position (e.g. by being destroyed or disabled). More...
 
void FixedUpdateObject ()
 
float GetHoverDistance (Vector3 worldPosition)
 
void BeginHover (List< InteractionController > beganHovering)
 
void EndHover (List< InteractionController > endedHovering)
 
void StayHovered (List< InteractionController > currentlyHovering)
 
void BeginPrimaryHover (List< InteractionController > beganPrimaryHovering)
 
void EndPrimaryHover (List< InteractionController > endedPrimaryHovering)
 
void StayPrimaryHovered (List< InteractionController > currentlyPrimaryHovering)
 
void BeginContact (List< InteractionController > beganContact)
 
void EndContact (List< InteractionController > endedContact)
 
void StayContacted (List< InteractionController > currentlyContacting)
 
void BeginGrasp (List< InteractionController > beganGrasping)
 
void EndGrasp (List< InteractionController > endedGrasping)
 
void StayGrasped (List< InteractionController > currentlyGrasping)
 
void BeginSuspension (InteractionController beganSuspending)
 
void EndSuspension (InteractionController endedSuspending)
 

Public Attributes

SliderType sliderType = SliderType.Horizontal
 
bool dispatchSlideValueOnStart = true
 
bool overrideRectLimits = false
 
float defaultHorizontalValue
 
Vector2 horizontalSlideLimits = new Vector2(-0.05f, 0.05f)
 
int horizontalSteps = 0
 
float defaultVerticalValue
 
Vector2 verticalSlideLimits = new Vector2(0f, 0f)
 
int verticalSteps = 0
 summary> Triggered while this slider is depressed. More...
 
Action< float > HorizontalSlideEvent = (f) => { }
 
Action< float > VerticalSlideEvent = (f) => { }
 
- Public Attributes inherited from Leap.Unity.Interaction.InteractionButton
StartingPositionMode startingPositionMode = StartingPositionMode.Depressed
 
Vector2 minMaxHeight = new Vector2(0f, 0.02f)
 The minimum and maximum heights the button can exist at. More...
 
float restingHeight = 0.5f
 The height that this button rests at; this value is a lerp in between the min and max height. More...
 
Action OnPress = () => { }
 
Action OnUnpress = () => { }
 
- Public Attributes inherited from Leap.Unity.Interaction.InteractionBehaviour
Action OnHoverBegin
 Called when the object becomes hovered by any nearby interaction controllers. The hover activity radius is a setting specified by the Interaction Manager. More...
 
Action OnHoverEnd
 Called when the object stops being hovered by any nearby interaction controllers. The hover activity radius is a setting specified by the Interaction Manager. More...
 
Action OnHoverStay
 Called during every fixed (physics) frame in which one or more interaction controller is within the hover activity radius around this object. The hover activity radius is a setting specified by the Interaction Manager. More...
 
Action< InteractionControllerOnPerControllerHoverBegin
 Called whenever an interaction controller enters the hover activity radius around this interaction object. The hover activity radius is a setting specified by the Interaction Manager. More...
 
Action< InteractionControllerOnPerControllerHoverEnd
 Called whenever an interaction controller leaves the hover activity radius around this interaction object. The hover activity radius is a setting specified by the Interaction Manager. More...
 
Action OnPrimaryHoverBegin
 Called when the object becomes primarily hovered by any interaction controllers, if the object was not primarily hovered by any controllers on the previous frame. More...
 
Action OnPrimaryHoverEnd
 Called when the object ceases being the primary hover of any interaction controllers, if the object was primarily hovered by one or more controllers on the previous frame. More...
 
Action OnPrimaryHoverStay
 Called every fixed (physics) frame in which one or more interaction controllers is primarily hovering over this object. Only one object may be the primary hover of a given controller at any one time. More...
 
Action< InteractionControllerOnPerControllerPrimaryHoverBegin
 Called whenever an interaction controller (a Leap hand or supported VR controller) begins primarily hovering over this object. Only one interaction object can be the primary hover of a given controller at a time. More...
 
Action< InteractionControllerOnPerControllerPrimaryHoverEnd
 Called whenever an interaction controler (a Leap hand or supported VR controller) stops primarily hovering over this object. Only one interaction object can be the primary hover of a given controller at a time. More...
 
PoselatestScheduledGraspPose = null
 Nonkinematic grasping motion applies clamped velocities to Interaction Behaviours when they are grasped to move them to their target position and rotation in the grasping hand. If a controller applies its SwapGrasp method to an interaction object that didn't reach its target pose due to velocity clamping, the swapped-out object will inherit the offset as a new target pose relative to the hand. More...
 
GraspedMovementEvent OnGraspedMovement
 Called directly after this grasped object's Rigidbody has had its position and rotation set by its currently grasping controller(s). Subscribe to this callback if you'd like to override the default behaviour for grasping objects, for example, to constrain the object's position or rotation. More...
 
Action OnGraspBegin
 Called when the object becomes grasped, if it was not already held by any interaction controllers on the previous frame. More...
 
Action OnGraspEnd
 Called when the object is no longer grasped by any interaction controllers. More...
 
Action OnGraspStay
 Called every fixed (physics) frame during which this object is grasped by one or more hands. More...
 
Action< InteractionControllerOnPerControllerGraspBegin
 Called whenever an interaction controller grasps this object. More...
 
Action< InteractionControllerOnPerControllerGraspEnd
 Called whenever an interaction controller stops grasping this object. More...
 
Action< InteractionControllerOnSuspensionBegin
 Called when the interaction controller that is grasping this interaction object loses tracking. This can occur if the controller is occluded from the sensor that is tracking it, e.g. by as the user's body or an object in the real world. More...
 
Action< InteractionControllerOnSuspensionEnd
 Called when an object ceases being suspended. An object is suspended if it is currently grasped by an untracked controller. More...
 
Action OnContactBegin
 Called when this object begins colliding with any interaction controllers, if the object was not colliding with any interaction controllers last frame. More...
 
Action OnContactEnd
 Called when the object ceases colliding with any interaction controllers, if the
object was colliding with interaction controllers last frame. More...
 
Action OnContactStay
 Called every frame during which one or more interaction controllers is colliding with this object. More...
 
Action< InteractionControllerOnPerControllerContactBegin
 Called whenever an interaction controller begins colliding with this object. More...
 
Action< InteractionControllerOnPerControllerContactEnd
 Called whenever an interaction controller stops colliding with this object. More...
 
GraspedMovementType graspedMovementType
 

Protected Member Functions

override void OnValidate ()
 
override void OnEnable ()
 
override void OnDisable ()
 
override void Start ()
 
override void Update ()
 
override Vector3 constrainDepressedLocalPosition (Vector3 desiredOffset)
 Clamps the input local-space position to the bounds allowed by this UI element, without clamping along the button depression axis. For buttons, this is locks the element in local-XY space, but not along the pressing axis (Z axis). More...
 
override void OnDrawGizmosSelected ()
 
- Protected Member Functions inherited from Leap.Unity.Interaction.InteractionButton
override void OnDisable ()
 
override void Start ()
 
virtual void FixedUpdate ()
 
virtual void Update ()
 
virtual Vector3 constrainDepressedLocalPosition (Vector3 localPosition)
 Clamps the input local-space position to the bounds allowed by this UI element, without clamping along the button depression axis. For buttons, this is locks the element in local-XY space, but not along the pressing axis (Z axis). More...
 
virtual void onGraspBegin ()
 
virtual void onGraspEnd ()
 
virtual void OnCollisionEnter (Collision collision)
 
virtual void OnCollisionStay (Collision collision)
 
virtual void OnTriggerEnter (Collider collider)
 
virtual void OnTriggerStay (Collider collider)
 
virtual void OnDrawGizmosSelected ()
 
- Protected Member Functions inherited from Leap.Unity.Interaction.InteractionBehaviour
virtual void OnValidate ()
 
virtual void Awake ()
 
virtual void OnEnable ()
 
virtual void OnDisable ()
 
virtual void Start ()
 
virtual void fixedUpdateGraspedMovement (Pose origPose, Pose newPose, List< InteractionController > controllers)
 

Protected Attributes

float _horizontalSliderPercent
 
float _verticalSliderPercent
 
RectTransform parent
 
- Protected Attributes inherited from Leap.Unity.Interaction.InteractionButton
bool _isPressed = false
 
bool _pressedThisFrame = false
 
bool _unpressedThisFrame = false
 
Vector3 initialLocalPosition
 The initial position of this element in local space, stored on Start(). More...
 
Vector3 localPhysicsPosition
 The physical position of this element in local space; may diverge from the graphical position. More...
 
Vector3 physicsPosition = Vector3.zero
 The physical position of this element in world space; may diverge from the graphical position. More...
 
- Protected Attributes inherited from Leap.Unity.Interaction.InteractionBehaviour
InteractionController _suspendingController = null
 
Vector3 _accumulatedLinearAcceleration = Vector3.zero
 
Vector3 _accumulatedAngularAcceleration = Vector3.zero
 
List< Collider > _interactionColliders = new List<Collider>()
 

Properties

float minHorizontalValue [get, set]
 
float maxHorizontalValue [get, set]
 
float minVerticalValue [get, set]
 
float maxVerticalValue [get, set]
 
float HorizontalSliderPercent [get, set]
 
float VerticalSliderPercent [get, set]
 summary> This slider's horizontal slider value, mapped between the values in the HorizontalValueRange. More...
 
float HorizontalSliderValue [get, set]
 summary> This slider's current vertical slider value, mapped between the values in the VerticalValueRange. More...
 
float VerticalSliderValue [get, set]
 
float normalizedHorizontalValue [get, set]
 
float normalizedVerticalValue [get, set]
 
int horizontalStepValue [get]
 Returns the number of horizontal steps past the minimum value of the slider, for sliders with a non-zero number of horizontal steps. This value is independent of the horizontal value range of the slider. For example a slider with a horizontalSteps value of 9 could have horizontalStepValues of 0-9. More...
 
bool wasSlid [get]
 Gets whether the slider was slide in the latest Update(). More...
 
- Properties inherited from Leap.Unity.Interaction.InteractionButton
bool controlEnabled [get, set]
 
float springForce [get, set]
 
bool isPressed [get]
 Gets whether the button is currently held down. More...
 
bool isDepressed [get]
 
bool pressedThisFrame [get]
 Gets whether the button was pressed during this Update frame. More...
 
bool depressedThisFrame [get]
 
bool unpressedThisFrame [get]
 Gets whether the button was unpressed this frame. More...
 
bool unDepressedThisFrame [get]
 
float pressedAmount [get]
 Gets a normalized value between 0 and 1 based on how depressed the button currently is relative to its maximum depression. 0 represents a button fully at rest or pulled out beyond its resting position; 1 represents a fully-pressed button. More...
 
float depressedAmount [get]
 
virtual Vector3 RelaxedLocalPosition [get]
 Returns the local position of this button when it is able to relax into its target position. More...
 
- Properties inherited from Leap.Unity.Interaction.InteractionBehaviour
bool isHovered [get]
 Gets whether any interaction controller is nearby. More...
 
InteractionController closestHoveringController [get]
 Gets the closest interaction controller to this object, or null if no controller is nearby. Leap hands and supported VR controllers both count as "controllers" for the purposes of this getter. More...
 
Hand closestHoveringHand [get]
 Gets the closest Leap hand to this object, or null if no hand is nearby. More...
 
float closestHoveringControllerDistance [get]
 Gets the distance from this object to the palm of the closest hand to this object, or float.PositiveInfinity of no hand is nearby. More...
 
ReadonlyHashSet< InteractionControllerhoveringControllers [get]
 Gets all of the interaction controllers hovering near this object, whether they are Leap hands or supported VR controllers. More...
 
bool isPrimaryHovered [get]
 Gets whether this object is the primary hover for any interaction controller. More...
 
InteractionController primaryHoveringController [get]
 Gets the closest primary hovering interaction controller for this object, if it has one. An interaction controller can be a Leap hand or a supported VR controller. Any of these controllers can be the primary hover for this interaction object only if the controller is closer to it than any other interaction object. If there are multiple such controllers, this getter will return the closest one. More...
 
ReadonlyHashSet< InteractionControllerprimaryHoveringControllers [get]
 Gets the set of all interaction controllers primarily hovering over this object. More...
 
Hand primaryHoveringHand [get]
 Gets the primary hovering hand for this interaction object, if it has one. A hand is the primary hover for an interaction object only if it is closer to that object than any other interaction object. If there are multiple such hands, returns the hand closest to this object. More...
 
Finger primaryHoveringFinger [get]
 Gets the finger that is currently primarily hovering over this object, of the closest primarily hovering hand. Will return null if this object is not currently any Leap hand's primary hover. More...
 
Vector3 primaryHoveringControllerPoint [get]
 Gets the position of the primaryHoverPoint on the primary hovering interaction controller that is primarily hovering over this object. For example, if the primarily hovering controller is a Leap hand, this will be the position of the fingertip that is closest to this object. More...
 
float primaryHoverDistance [get]
 Gets the distance to the primary hover point whose controller is primarily hovering over this object. For example, if the primary hovering controller is a Leap hand, this will return the distance to the fingertip that is closest to this object. More...
 
bool isGrasped [get]
 Gets whether this object is grasped by any interaction controller. More...
 
InteractionController graspingController [get]
 Gets the controller currently grasping this object. Warning: If allowMultigrasp is enabled on this object, it might have multiple grasping controllers, in which case this will only return one of the controllers grasping this object, and there is no guarantee on which controller is returned! If no controllers (Leap hands or supported VR controllers) are currently grasping this object, returns null. More...
 
ReadonlyHashSet< InteractionControllergraspingControllers [get]
 Gets the set of all interaction controllers currently grasping this object. Interaction controllers include Leap hands via InteractionHand and supported VR controllers. More...
 
ReadonlyHashSet< InteractionHandgraspingHands [get]
 Gets a set of all Leap hands currently grasping this object. More...
 
bool isSuspended [get]
 Gets whether the object is currently suspended. An object is "suspended" if it is currently grasped by an untracked controller. For more details, refer to OnSuspensionBegin. More...
 
ReadonlyHashSet< InteractionControllercontactingControllers [get]
 Gets a set of all InteractionControllers currently contacting this interaction object. More...
 
InteractionManager manager [get, set]
 
Rigidbody rigidbody [get, protected set]
 The Rigidbody associated with this interaction object. More...
 
ISpaceComponent space [get, protected set]
 
IgnoreHoverMode ignoreHoverMode [get, set]
 
bool ignorePrimaryHover [get, set]
 
bool ignoreContact [get, set]
 
bool ignoreGrasping [get, set]
 
ContactForceMode contactForceMode [get, set]
 
bool allowMultiGrasp [get, set]
 
bool moveObjectWhenGrasped [get, set]
 
bool overrideInteractionLayer [get, set]
 
SingleLayer interactionLayer [get, protected set]
 
bool overrideNoContactLayer [get, set]
 
SingleLayer noContactLayer [get, protected set]
 
List< Collider > primaryHoverColliders [get]
 Gets the List of Colliders used for hover distance checking for this Interaction object. Hover distancing checking will affect which object is chosen for an interaction controller's primary hover, as well as for determining this object's closest hovering controller. More...
 
IGraspedPoseHandler graspedPoseHandler [get, set]
 Gets or sets the grasped pose handler for this Interaction object. More...
 
IThrowHandler throwHandler [get, set]
 Gets or sets the throw handler for this Interaction object. More...
 
bool isPositionLocked [get]
 Returns whether the InteractionBehaviour has its position fully locked by its Rigidbody settings or by any attached PhysX Joints. More...
 
- Properties inherited from Leap.Unity.Interaction.IInteractionBehaviour
string name [get]
 
GameObject gameObject [get]
 
Transform transform [get]
 
InteractionManager manager [get]
 
Rigidbody rigidbody [get]
 
ISpaceComponent space [get]
 
IgnoreHoverMode ignoreHoverMode [get]
 
bool ignorePrimaryHover [get]
 
bool ignoreContact [get]
 
bool ignoreGrasping [get]
 
bool allowMultiGrasp [get]
 
SingleLayer interactionLayer [get]
 
SingleLayer noContactLayer [get]
 
bool isGrasped [get]
 
bool isSuspended [get]
 

Additional Inherited Members

- Static Public Attributes inherited from Leap.Unity.Interaction.InteractionBehaviour
const float MAX_ANGULAR_VELOCITY = 100F
 

Detailed Description

A physics-enabled slider. Sliding is triggered by physically pushing the slider to its compressed position. Increasing the horizontal and vertical slide limits allows it to act as either a 1D or 2D slider. /summary>

Definition at line 21 of file InteractionSlider.cs.

Member Enumeration Documentation

◆ SliderType

Enumerator
Vertical 
Horizontal 
TwoDimensional 

Definition at line 25 of file InteractionSlider.cs.

Member Function Documentation

◆ constrainDepressedLocalPosition()

override Vector3 Leap.Unity.Interaction.InteractionSlider.constrainDepressedLocalPosition ( Vector3  localPosition)
protectedvirtual

Clamps the input local-space position to the bounds allowed by this UI element, without clamping along the button depression axis. For buttons, this is locks the element in local-XY space, but not along the pressing axis (Z axis).

Reimplemented from Leap.Unity.Interaction.InteractionButton.

Definition at line 407 of file InteractionSlider.cs.

◆ OnDisable()

override void Leap.Unity.Interaction.InteractionSlider.OnDisable ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionButton.

Definition at line 291 of file InteractionSlider.cs.

◆ OnDrawGizmosSelected()

override void Leap.Unity.Interaction.InteractionSlider.OnDrawGizmosSelected ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionButton.

Definition at line 432 of file InteractionSlider.cs.

◆ OnEnable()

override void Leap.Unity.Interaction.InteractionSlider.OnEnable ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionBehaviour.

Definition at line 285 of file InteractionSlider.cs.

◆ OnValidate()

override void Leap.Unity.Interaction.InteractionSlider.OnValidate ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionBehaviour.

Definition at line 274 of file InteractionSlider.cs.

◆ RecalculateSliderLimits()

void Leap.Unity.Interaction.InteractionSlider.RecalculateSliderLimits ( )

Definition at line 356 of file InteractionSlider.cs.

◆ Start()

override void Leap.Unity.Interaction.InteractionSlider.Start ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionButton.

Definition at line 297 of file InteractionSlider.cs.

◆ Update()

override void Leap.Unity.Interaction.InteractionSlider.Update ( )
protectedvirtual

Reimplemented from Leap.Unity.Interaction.InteractionButton.

Definition at line 330 of file InteractionSlider.cs.

Member Data Documentation

◆ _horizontalSliderPercent

float Leap.Unity.Interaction.InteractionSlider._horizontalSliderPercent
protected

Definition at line 261 of file InteractionSlider.cs.

◆ _verticalSliderPercent

float Leap.Unity.Interaction.InteractionSlider._verticalSliderPercent
protected

Definition at line 262 of file InteractionSlider.cs.

◆ defaultHorizontalValue

float Leap.Unity.Interaction.InteractionSlider.defaultHorizontalValue

Definition at line 45 of file InteractionSlider.cs.

◆ defaultVerticalValue

float Leap.Unity.Interaction.InteractionSlider.defaultVerticalValue

Definition at line 93 of file InteractionSlider.cs.

◆ dispatchSlideValueOnStart

bool Leap.Unity.Interaction.InteractionSlider.dispatchSlideValueOnStart = true

Definition at line 34 of file InteractionSlider.cs.

◆ HorizontalSlideEvent

Action<float> Leap.Unity.Interaction.InteractionSlider.HorizontalSlideEvent = (f) => { }

Definition at line 138 of file InteractionSlider.cs.

◆ horizontalSlideLimits

Vector2 Leap.Unity.Interaction.InteractionSlider.horizontalSlideLimits = new Vector2(-0.05f, 0.05f)

Definition at line 77 of file InteractionSlider.cs.

◆ horizontalSteps

int Leap.Unity.Interaction.InteractionSlider.horizontalSteps = 0

Definition at line 83 of file InteractionSlider.cs.

◆ overrideRectLimits

bool Leap.Unity.Interaction.InteractionSlider.overrideRectLimits = false

Definition at line 38 of file InteractionSlider.cs.

◆ parent

RectTransform Leap.Unity.Interaction.InteractionSlider.parent
protected

Definition at line 263 of file InteractionSlider.cs.

◆ sliderType

SliderType Leap.Unity.Interaction.InteractionSlider.sliderType = SliderType.Horizontal

Definition at line 32 of file InteractionSlider.cs.

◆ VerticalSlideEvent

Action<float> Leap.Unity.Interaction.InteractionSlider.VerticalSlideEvent = (f) => { }

Definition at line 139 of file InteractionSlider.cs.

◆ verticalSlideLimits

Vector2 Leap.Unity.Interaction.InteractionSlider.verticalSlideLimits = new Vector2(0f, 0f)

Definition at line 125 of file InteractionSlider.cs.

◆ verticalSteps

int Leap.Unity.Interaction.InteractionSlider.verticalSteps = 0

summary> Triggered while this slider is depressed.

Definition at line 131 of file InteractionSlider.cs.

Property Documentation

◆ HorizontalSliderPercent

float Leap.Unity.Interaction.InteractionSlider.HorizontalSliderPercent
getset

Definition at line 141 of file InteractionSlider.cs.

◆ HorizontalSliderValue

float Leap.Unity.Interaction.InteractionSlider.HorizontalSliderValue
getset

summary> This slider's current vertical slider value, mapped between the values in the VerticalValueRange.

Definition at line 176 of file InteractionSlider.cs.

◆ horizontalStepValue

int Leap.Unity.Interaction.InteractionSlider.horizontalStepValue
get

Returns the number of horizontal steps past the minimum value of the slider, for sliders with a non-zero number of horizontal steps. This value is independent of the horizontal value range of the slider. For example a slider with a horizontalSteps value of 9 could have horizontalStepValues of 0-9.

Definition at line 240 of file InteractionSlider.cs.

◆ maxHorizontalValue

float Leap.Unity.Interaction.InteractionSlider.maxHorizontalValue
getset

Definition at line 63 of file InteractionSlider.cs.

◆ maxVerticalValue

float Leap.Unity.Interaction.InteractionSlider.maxVerticalValue
getset

Definition at line 111 of file InteractionSlider.cs.

◆ minHorizontalValue

float Leap.Unity.Interaction.InteractionSlider.minHorizontalValue
getset

Definition at line 51 of file InteractionSlider.cs.

◆ minVerticalValue

float Leap.Unity.Interaction.InteractionSlider.minVerticalValue
getset

Definition at line 99 of file InteractionSlider.cs.

◆ normalizedHorizontalValue

float Leap.Unity.Interaction.InteractionSlider.normalizedHorizontalValue
getset

Definition at line 208 of file InteractionSlider.cs.

◆ normalizedVerticalValue

float Leap.Unity.Interaction.InteractionSlider.normalizedVerticalValue
getset

Definition at line 221 of file InteractionSlider.cs.

◆ VerticalSliderPercent

float Leap.Unity.Interaction.InteractionSlider.VerticalSliderPercent
getset

summary> This slider's horizontal slider value, mapped between the values in the HorizontalValueRange.

Definition at line 158 of file InteractionSlider.cs.

◆ VerticalSliderValue

float Leap.Unity.Interaction.InteractionSlider.VerticalSliderValue
getset

Definition at line 186 of file InteractionSlider.cs.

◆ wasSlid

bool Leap.Unity.Interaction.InteractionSlider.wasSlid
get

Gets whether the slider was slide in the latest Update().

Definition at line 253 of file InteractionSlider.cs.


The documentation for this class was generated from the following file: