Class CircularDrive
Inheritance
System.Object
UnityEngine.Object
UnityEngine.Component
UnityEngine.Behaviour
UnityEngine.MonoBehaviour
CircularDrive
Inherited Members
UnityEngine.MonoBehaviour.Invoke(System.String, System.Single)
UnityEngine.MonoBehaviour.InvokeRepeating(System.String, System.Single, System.Single)
UnityEngine.MonoBehaviour.CancelInvoke()
UnityEngine.MonoBehaviour.CancelInvoke(System.String)
UnityEngine.MonoBehaviour.IsInvoking(System.String)
UnityEngine.MonoBehaviour.IsInvoking()
UnityEngine.MonoBehaviour.StartCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine_Auto(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StartCoroutine(System.String, System.Object)
UnityEngine.MonoBehaviour.StartCoroutine(System.String)
UnityEngine.MonoBehaviour.StopCoroutine(System.String)
UnityEngine.MonoBehaviour.StopCoroutine(System.Collections.IEnumerator)
UnityEngine.MonoBehaviour.StopCoroutine(UnityEngine.Coroutine)
UnityEngine.MonoBehaviour.StopAllCoroutines()
UnityEngine.MonoBehaviour.print(System.Object)
UnityEngine.MonoBehaviour.useGUILayout
UnityEngine.Behaviour.enabled
UnityEngine.Behaviour.isActiveAndEnabled
UnityEngine.Component.GetComponent(System.Type)
UnityEngine.Component.GetComponent<T>()
UnityEngine.Component.GetComponent(System.String)
UnityEngine.Component.GetComponentInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentInChildren(System.Type)
UnityEngine.Component.GetComponentInChildren<T>()
UnityEngine.Component.GetComponentInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren(System.Type)
UnityEngine.Component.GetComponentsInChildren(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean)
UnityEngine.Component.GetComponentsInChildren<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInChildren<T>()
UnityEngine.Component.GetComponentsInChildren<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentInParent(System.Type)
UnityEngine.Component.GetComponentInParent<T>()
UnityEngine.Component.GetComponentsInParent(System.Type)
UnityEngine.Component.GetComponentsInParent(System.Type, System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean)
UnityEngine.Component.GetComponentsInParent<T>(System.Boolean, System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponentsInParent<T>()
UnityEngine.Component.GetComponents(System.Type)
UnityEngine.Component.GetComponents(System.Type, System.Collections.Generic.List<UnityEngine.Component>)
UnityEngine.Component.GetComponents<T>(System.Collections.Generic.List<T>)
UnityEngine.Component.GetComponents<T>()
UnityEngine.Component.CompareTag(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessageUpwards(System.String, System.Object)
UnityEngine.Component.SendMessageUpwards(System.String)
UnityEngine.Component.SendMessageUpwards(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.SendMessage(System.String, System.Object)
UnityEngine.Component.SendMessage(System.String)
UnityEngine.Component.SendMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object, UnityEngine.SendMessageOptions)
UnityEngine.Component.BroadcastMessage(System.String, System.Object)
UnityEngine.Component.BroadcastMessage(System.String)
UnityEngine.Component.BroadcastMessage(System.String, UnityEngine.SendMessageOptions)
UnityEngine.Component.transform
UnityEngine.Component.gameObject
UnityEngine.Component.tag
UnityEngine.Component.rigidbody
UnityEngine.Component.rigidbody2D
UnityEngine.Component.camera
UnityEngine.Component.light
UnityEngine.Component.animation
UnityEngine.Component.constantForce
UnityEngine.Component.renderer
UnityEngine.Component.audio
UnityEngine.Component.guiText
UnityEngine.Component.networkView
UnityEngine.Component.guiElement
UnityEngine.Component.guiTexture
UnityEngine.Component.collider
UnityEngine.Component.collider2D
UnityEngine.Component.hingeJoint
UnityEngine.Component.particleEmitter
UnityEngine.Component.particleSystem
UnityEngine.Object.Destroy(UnityEngine.Object, System.Single)
UnityEngine.Object.Destroy(UnityEngine.Object)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object, System.Boolean)
UnityEngine.Object.DestroyImmediate(UnityEngine.Object)
UnityEngine.Object.FindObjectsOfType(System.Type)
UnityEngine.Object.DontDestroyOnLoad(UnityEngine.Object)
UnityEngine.Object.DestroyObject(UnityEngine.Object, System.Single)
UnityEngine.Object.DestroyObject(UnityEngine.Object)
UnityEngine.Object.FindSceneObjectsOfType(System.Type)
UnityEngine.Object.FindObjectsOfTypeIncludingAssets(System.Type)
UnityEngine.Object.FindObjectsOfTypeAll(System.Type)
UnityEngine.Object.ToString()
UnityEngine.Object.GetInstanceID()
UnityEngine.Object.GetHashCode()
UnityEngine.Object.Equals(System.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Vector3, UnityEngine.Quaternion, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform)
UnityEngine.Object.Instantiate(UnityEngine.Object, UnityEngine.Transform, System.Boolean)
UnityEngine.Object.Instantiate<T>(T)
UnityEngine.Object.FindObjectsOfType<T>()
UnityEngine.Object.FindObjectOfType(System.Type)
UnityEngine.Object.FindObjectOfType<T>()
UnityEngine.Object.name
UnityEngine.Object.hideFlags
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: Valve.VR.InteractionSystem
Assembly: Assembly-CSharp.dll
Syntax
[RequireComponent(typeof(Interactable))]
public class CircularDrive : MonoBehaviour
Fields
axisOfRotation
Declaration
[Tooltip("The axis around which the circular drive will rotate in local space")]
public CircularDrive.Axis_t axisOfRotation
Field Value
Type | Description |
---|---|
CircularDrive.Axis_t |
childCollider
Declaration
[Tooltip("Child GameObject which has the Collider component to initiate interaction, only needs to be set if there is more than one Collider child")]
public Collider childCollider
Field Value
Type | Description |
---|---|
UnityEngine.Collider |
dbgPathLimit
Declaration
[Tooltip("If debugPath is true, this is the maximum number of GameObjects to create to draw the path")]
public int dbgPathLimit
Field Value
Type | Description |
---|---|
System.Int32 |
debugPath
Declaration
[Tooltip("If true, the path of the Hand (red) and the projected value (green) will be drawn")]
public bool debugPath
Field Value
Type | Description |
---|---|
System.Boolean |
debugText
Declaration
[Tooltip("If not null, the TextMesh will display the linear value and the angular value of this circular drive")]
public TextMesh debugText
Field Value
Type | Description |
---|---|
UnityEngine.TextMesh |
forceStart
Declaration
[Tooltip("If limited is true, this forces the starting angle to be startAngle, clamped to [minAngle, maxAngle]")]
public bool forceStart
Field Value
Type | Description |
---|---|
System.Boolean |
freezeOnMax
Declaration
[Tooltip("If limited, set whether drive will freeze its angle when the max angle is reached")]
public bool freezeOnMax
Field Value
Type | Description |
---|---|
System.Boolean |
freezeOnMin
Declaration
[Tooltip("If limited, set whether drive will freeze its angle when the min angle is reached")]
public bool freezeOnMin
Field Value
Type | Description |
---|---|
System.Boolean |
frozenDistanceMinMaxThreshold
Declaration
public Vector2 frozenDistanceMinMaxThreshold
Field Value
Type | Description |
---|---|
UnityEngine.Vector2 |
hoverLock
Declaration
[Tooltip("If true, the drive will stay manipulating as long as the button is held down, if false, it will stop if the controller moves out of the collider")]
public bool hoverLock
Field Value
Type | Description |
---|---|
System.Boolean |
limited
Declaration
[Header("Limited Rotation")]
[Tooltip("If true, the rotation will be limited to [minAngle, maxAngle], if false, the rotation is unlimited")]
public bool limited
Field Value
Type | Description |
---|---|
System.Boolean |
linearMapping
Declaration
[Tooltip("A LinearMapping component to drive, if not specified one will be dynamically added to this GameObject")]
public LinearMapping linearMapping
Field Value
Type | Description |
---|---|
LinearMapping |
maxAngle
Declaration
[Header("Limited Rotation Max")]
[Tooltip("If limited is true, the specifies the upper limit, otherwise value is unused")]
public float maxAngle
Field Value
Type | Description |
---|---|
System.Single |
minAngle
Declaration
[Header("Limited Rotation Min")]
[Tooltip("If limited is true, the specifies the lower limit, otherwise value is unused")]
public float minAngle
Field Value
Type | Description |
---|---|
System.Single |
onFrozenDistanceThreshold
Declaration
public UnityEvent onFrozenDistanceThreshold
Field Value
Type | Description |
---|---|
UnityEngine.Events.UnityEvent |
onMaxAngle
Declaration
[Tooltip("If limited, event invoked when maxAngle is reached")]
public UnityEvent onMaxAngle
Field Value
Type | Description |
---|---|
UnityEngine.Events.UnityEvent |
onMinAngle
Declaration
[Tooltip("If limited, event invoked when minAngle is reached")]
public UnityEvent onMinAngle
Field Value
Type | Description |
---|---|
UnityEngine.Events.UnityEvent |
outAngle
Declaration
[Tooltip("The output angle value of the drive in degrees, unlimited will increase or decrease without bound, take the 360 modulus to find number of rotations")]
public float outAngle
Field Value
Type | Description |
---|---|
System.Single |
rotateGameObject
Declaration
[Tooltip("If true, the transform of the GameObject this component is on will be rotated accordingly")]
public bool rotateGameObject
Field Value
Type | Description |
---|---|
System.Boolean |
startAngle
Declaration
[Tooltip("If limited is true and forceStart is true, the starting angle will be this, clamped to [minAngle, maxAngle]")]
public float startAngle
Field Value
Type | Description |
---|---|
System.Single |