Follow Next Reality on Facebook, Twitter, Instagram, YouTube, and Flipboard.Next Up: Building a Dynamic User Interface for the HoloLens, Part 7 (Unlocking the Menu Movement) In the next lesson, we are going to make it so the tools lag a little behind our gaze. And before we can really use the tools to do their job we need to adjust that. Head-locking in mixed reality is a no-no. The thing is that we could have as many methods as well need to trigger off of that event, which makes this a very powerful system.Īnd as usual, for those that do not want to type everything out: Currently, this method checks to make sure the object is not NRSRTools and if it isn't it posts a Debug.Log(). Two, at the same time, FadeObjectNotActive fires off its FadeObject() method. One, ActivateToolSet triggers its stored method ActivateThis(), loops through the renderers and enables them so we can see our toolset. ObjectFocused event fires off and two things happen.NRSRManager, now that it's FocusedObject is no longer null, checks the ObjectFocused event and if it's not null runs it.When an object is focused on by the user, BoundingBox tells NRSRManager which object is the FocusedObject.So, in the end, this is how we are using delegates and events for our project. Now, we need to update our NRSRManager to accommodate our new choice in approaches.Īdd the four lines pictured below to the variable declarations of NRSRManager. Most musicians who really care about the sound they produce start off not knowing what the black boxes do, but they learn in order to maximize their sound and possibly create their own versions of those black boxes. While there are definitely some arguable and potentially long-term downsides to this approach, it is a great way to start seeing a program as an overall system. These days, a guitarist routes their sound through a collection of various effects boxes, each with a collection of knobs, sliders, and switches, to arrive at the tone they are looking for. As a long-time live sound engineer and musician, this appeals to me, because this very much how the technology surrounding that space is designed. The main idea behind black box is we give a box input and receive output in response, what happens between those two points is unnecessary minutiae. This can enable a style of programming called black box programming. Once it has a subscription to that event, it simply listens for that event to happen and then responds.Īt this point, the original code can then change without affecting the subscription, making the code more robust and less likely to fall to time as easily. If an object cares about an event happening, it can subscribe to that event. What makes delegates and events so powerful is the ability to decouple code. Public static OnObjectFocused ObjectFocused The syntax for an event looks like this:Īnother syntax method, as ours will appear in a moment, looks like this: While it is a response to a condition occurring, it can also be a trigger, which is generally how they are used. Any method that we want to associate with this delegate must have the exact same signature.Įvents go hand and hand with delegates. You could even have a return value and parameters to pass if needed. You may notice after the word delegate, it looks like a standard method. It makes sense in terms of the original definition.ĭelegate returntype delegateName (parameters) Īnd here is the one we will be using in our NRSRManager shortly: So, it is a reference to action, rather than strictly referencing data. In C# a delegate is a reference type, but, instead of referencing something like a GameObject or Renderer, it allows you to reference a method. A person that acts in place of someone else. A delegate is a person sent to represent others. After an election year we probably all still remember hearing that word way too many times. Let's think about the word delegate and how it applies to the real world.
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