Home Forums Software Development Override base class issue: Please help!

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    I am trying to make it possible for a GUI Button to be activated (specifically a GUIRepeatButton) using Tobii’s Eye X Controller’s Gaze Aware Component. I have no idea how to do this. I do not know what to override. I mean I know I’m supposed to override the ProjectedRect (), and it can either be the collider or renderer that is overriden.

    Code (csharp):

    public virtual ProjectedRect GetProjectedRect()
    {
    if (_boxCollider != null)
    {
    return ProjectedRect.GetProjectedRect(_boxCollider, Camera.main, AllowOverlap());
    }
    return ProjectedRect.GetProjectedRect(GetRenderer().bounds, Camera.main, AllowOverlap());
    }

    The snippet above is what Tobii suggested to change specifically. I have changed it from protected to public so it can be accessed, but I don’t know what to put in the

    Code (csharp):

    public override ProjectedRect GetProjectedRect()
    {
    // TODO: Construct a custom ProjectedRect and return it here
    }

    I haven’t the faintest idea how to go about doing the code here. What am I returning exactly? I don’t even understand how this is going to put a GUI on screen. Or rather how to get it to do that using the GazeAwareComponent.

    My code ended up looking like this:

    Code (csharp):

    using UnityEngine;
    using System.Collections;

    public class MoveBox : GazeAwareComponent {
    private GUIButton Button;
    public override ProjectedRect GetProjectedRect()

    {
    // TODO: Construct a custom ProjectedRect and return it here
    return ProjectedRect.GetProjectedRect (Button);
    }
    }

    I have tried tons of other things and nothing is working. At one point I thought I had it right because I had a debug log showing up but it was not confined to a box, as long as the sensor picked up my eyes it was printing…

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