How to capture component related events in Unity3d? - events

It's easy to capture GameObject related events in Unity3d 4.X, such as initializing, changing active state, destroying, etc. A customized MonoBehaviour for debugging attached to the GameObject will fulfill the target. But how to capture the pre-defined (I mean, I cannot modify the source to add debugging code) component related events?
A pre-defined component is enabled/disabled.
A pre-defined component is removed/added.
I really want to find out which scripts modify a pre-defined component(MeshRenderer for instance) of a GameObject.

Enabled/disabled can be followed with:
void OnEnable(){ Debug.Log("Being enabled"); }
void OnDisable(){ Debug.Log("Being disabled"); }
Concerning removal, I would guess this is a destruction:
void OnDestroy(){ Debug.log("Is destroyed"); }
If you plan on moving the component around then it is more about the method that will grab it and move it.
As for which script affects, you could use the event pattern:
public EventHandler <EventArg> RaiseEvent;
protected void OnRaiseEvent(EventArg args){
if(RaiseEvent != null{ RaiseEvent(this, args); }
}
the other script is listening with:
void Start(){
controller.RaiseEvent += HandleEvent;
}
void HandleEvent(object sender, EventArg args){
MonoBehaviour mb = sender as MonoBehaviour;
if(mb != null) { Debug.Log("Was modified by " + mb.name); }
}

Related

Unity3D: How to detect when a button is being held down and released [duplicate]

This question already has answers here:
How to detect click/touch events on UI and GameObjects
(4 answers)
Closed 3 years ago.
I have a UI button. I want to show a text when the user is pressing the button and hide the text when the user releases the button.
How can I do this?
this anwser is basically fine but there is a huge drawback: You can't have additional fields in the Inspector since Button already has a built-in EditorScript which overwrites the default Inspector - You would need to extend this via a custom Inspector every time.
I would instead implement it as completely additional component implementing IPointerDownHandler and IPointerUpHandler (and maybe also IPointerExitHandler to reset also when exiting the button while holding the mouse/pointer still pressed).
For the doing something while the button stays pressed I'ld use a Coroutine.
In general I'ld use UnityEvents:
[RequireComponent(typeof(Button))]
public class PointerDownUpHandler : MonoBehaviour, IPointerDownHandler, IPointerUpHandler, IPointerEnterHandler, IPointerExitHandler
{
public UnityEvent onPointerDown;
public UnityEvent onPointerUp;
// gets invoked every frame while pointer is down
public UnityEvent whilePointerPressed;
private Button _button;
private void Awake()
{
_button = GetComponent<Button>();
}
private IEnumerator WhilePressed()
{
// this looks strange but is okey in a Coroutine
// as long as you yield somewhere
while(true)
{
whilePointerPressed?.Invoke();
yield return null;
}
}
public void OnPointerDown(PointerEventData eventData)
{
// ignore if button not interactable
if(!_button.interactable) return;
// just to be sure kill all current routines
// (although there should be none)
StopAllCoroutines();
StartCoroutine(WhilePressed);
onPointerDown?.Invoke();
}
public void OnPointerUp(PointerEventData eventData)
{
StopAllCoroutines();
onPointerUp?.Invoke();
}
public void OnPointerExit(PointerEventData eventData)
{
StopAllCoroutines();
onPointerUp?.Invoke();
}
// Afaik needed so Pointer exit works .. doing nothing further
public void OnPointerEnter(PointerEventData eventData) { }
}
Than you can reference any callback in onPointerDown, onPointerUp and whilePointerPressed just the way you would do it with the onClick event of the Button.
You have to create your own custom button by extending Button class and override method OnPoiterDown and OnPointerUp.
Attach MyButton component instead of Button to your gameobject
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
public class MyButton : Button
{
public override void OnPointerDown(PointerEventData eventData)
{
base.OnPointerDown(eventData);
Debug.Log("Down");
//show text
}
public override void OnPointerUp(PointerEventData eventData)
{
base.OnPointerUp(eventData);
Debug.Log("Up");
//hide text
}
}

How to Poll For Controller Input In UWP App

I'm unsure about the best practice for obtaining and updating input received from a controller monitored using the GamePad class in UWP.
I've seen a couple of examples of people using Dispatch Timers and async loops inside the GamePadAdded event. In Win32 applications, I would have handled input in the WinMain update/message loop, but in UWP apps I don't know of anything similar.
Is there a loop in UWP apps that input should be collected/handled like in Win32 apps? What is the recommended protocol for polling for input from a input device (nominally a Xbox One controller)?
I'm happy to read more about UWP app development but I'm unsure of any guides that reference something like this.
Edit: It would be productive if, instead of downvoting and moving on, you shared thoughts on why this question deserved a downvote.
I've seen a couple of examples of people using Dispatch Timers and async loops inside the GamePadAdded event
This is the right way in UWP app to read Gamepad data. A little suggestion is, move the loop reading part on UI thread if you need to update UI frequently. See the solution in this blog
Is there a loop in UWP apps that input should be collected/handled like in Win32 apps
You may make a wrapper with custom event, see the open source implementation: XBoxGamepad
public class XBoxGamepad
{
private List<Gamepad> _controllers = new List<Gamepad>();
private bool _running = true;
Task backgroundWorkTask;
public event EventHandler<GamepadButtons> OnXBoxGamepadButtonPressA;
//omitted......
public XBoxGamepad()
{
Gamepad.GamepadAdded += Gamepad_GamepadAdded;
Gamepad.GamepadRemoved += Gamepad_GamepadRemoved;
backgroundWorkTask = Task.Run(() => PollGamepad());
}
//omitted......
private void Start()
{
_running = true;
}
public void Stop()
{
_running = false;
}
public async Task PollGamepad()
{
while (true)
{
if (_running)
{
foreach (Gamepad controller in _controllers)
{
if (controller.GetCurrentReading().Buttons == GamepadButtons.A)
{
OnXBoxGamepadButtonPressA(controller, controller.GetCurrentReading().Buttons);
}
//omitted......
}
}
await Task.Delay(50);
}
}
private void Gamepad_GamepadRemoved(object sender, Gamepad e)
{
_controllers.Remove(e);
}
private void Gamepad_GamepadAdded(object sender, Gamepad e)
{
_controllers.Add(e);
}
}

JavaFX Repeater

I want to have something like a TimerTask in JavaFX.
I have a order of Functions, this Functions should be repeated every 1/2 Second maybe every 1/4 Second.
This Functions have some effects for a GUI Component in JavaFX.
Can you give me an TimerTask (JavaFX) example ? I can not use Timer Task, becouse the Compiler said this:
Exception in thread "Timer-0" java.lang.IllegalStateException: Not on FX application thread; currentThread = Timer-0
at com.sun.javafx.tk.Toolkit.checkFxUserThread(Toolkit.java:237)
at com.sun.javafx.tk.quantum.QuantumToolkit.checkFxUserThread(QuantumToolkit.java:398)
at javafx.scene.Parent$1.onProposedChange(Parent.java:245)
at com.sun.javafx.collections.VetoableObservableList.clear(VetoableObservableList.java:146)
at com.sun.javafx.charts.Legend$1.onChanged(Legend.java:55)
at com.sun.javafx.collections.ListListenerHelper$SingleChange.fireValueChangedEvent(ListListenerHelper.java:134)
at com.sun.javafx.collections.ListListenerHelper.fireValueChangedEvent(ListListenerHelper.java:48)
at com.sun.javafx.collections.ObservableListWrapper.callObservers(ObservableListWrapper.java:97)
at com.sun.javafx.collections.ObservableListWrapper.clear(ObservableListWrapper.java:184)
at javafx.scene.chart.AreaChart.updateLegend(AreaChart.java:420)
at javafx.scene.chart.XYChart$2.onChanged(XYChart.java:96)
at com.sun.javafx.collections.ListListenerHelper$SingleChange.fireValueChangedEvent(ListListenerHelper.java:134)
at com.sun.javafx.collections.ListListenerHelper.fireValueChangedEvent(ListListenerHelper.java:48)
at com.sun.javafx.collections.ObservableListWrapper.callObservers(ObservableListWrapper.java:97)
at com.sun.javafx.collections.ObservableListWrapper.removeFromList(ObservableListWrapper.java:383)
at com.sun.javafx.collections.ObservableListWrapper.removeAll(ObservableListWrapper.java:271)
at de.sick.suit.framework.control.fx.HistogramChart.deleteData(HistogramChart.java:170)
at de.sick.suit.framework.samples.ImageHistogram.run(ImageHistogram.java:200)
at java.util.TimerThread.mainLoop(Timer.java:555)
at java.util.TimerThread.run(Timer.java:505)
Thank you for your help!
You can use a ScheduledService. The example from the javadoc:
you may want to ping a server on a regular basis to see if there are any updates. Such as ScheduledService might be implemented like this:
ScheduledService<Document> svc = new ScheduledService<>(Duration.seconds(1)) {
protected Task<Document> createTask() {
return new Task<Document>() {
protected Document call() {
// Connect to a Server
// Get the XML document
// Parse it into a document
return document;
}
}
// TIMER
Timeline line = new Timeline(new KeyFrame(Duration.seconds(0.2), new EventHandler<ActionEvent>()
{
#Override
public void handle(ActionEvent arg0)
{
sek++;
puls(imgHisto, startingArea);
System.out.println(" Sek: " + sek);
}
}));
line.setCycleCount(Animation.INDEFINITE);
line.play();
I handeld the Problem with a TimeLine. This works very fine for my example!
You need to provide more Code, but as of now I think you are not updating the UI properly. If you are in another Thread (which you seem to be if you are using a Task), whenever you want to update the UI you need to use
Platform.runLater();
Your Stacktrace indicates this.
You were updating GUI component outside the JavaFX application thread.
Try something like this
Platform.runLater(new Runnable(){
#Override
public void run(){
//update GUI here
}
});

Manipulation_started doesn't work on a map

Hi to all I'm trying to set a listener for the ManipulationStarted, ManipulationDelta, ManipulationCompleted of a map to detect if the user drag a map around, but looks like none of those events are launched if I drag the map. If I set a tap listener for the map ManipulationStarted is correctly launched.
What I'm doing wrong?
xaml code:
<Controls:Map x:Name="myMap"
Grid.Row="0"
Loaded="myMap_Loaded"
ManipulationDelta="myMap_ManipulationDelta"
ManipulationCompleted="myMap_ManipulationCompleted"
ManipulationStarted="myMap_ManipulationStarted"
Tap="myMap_Tap">
code behind:
private void myMap_ManipulationDelta(object sender, System.Windows.Input.ManipulationDeltaEventArgs e)
{
Debug.WriteLine("Event:: MyMap_manipulationdelta");
}
private void myMap_ManipulationCompleted(object sender, System.Windows.Input.ManipulationCompletedEventArgs e)
{
Debug.WriteLine("Event:: MyMap_manipulationcompleted");
}
private void myMap_ManipulationStarted(object sender, System.Windows.Input.ManipulationStartedEventArgs e)
{
Debug.WriteLine("Event:: MyMap_manipulationstarted");
}
private void myMap_Tap(object sender, System.Windows.Input.GestureEventArgs e)
{
Debug.WriteLine("Event:: MyMap_tap");
}
I'm on a normal page, no pivot or panorama.
I'm afraid that you won't be able to handle those events because Map control intercepts them. Although there is a property UseOptimizedManipulationRouting, but as I've tested it - it doesn't help much in this situation.
I dont't know what you are trying to achieve, but if you don't need ManipulationDeltaEventArgs then maybe you consider using different events such as: MouseEnter, ResolveCompleted and CenterChanged.
If you need them then as JustinAngel suggested here you can follow these instructions and use Touch.FrameReported event for your purpose.
EDIT - code sample
If I've understood you properly, you would like to know when the User touches the Map, MouseEnter won't be the best choice as it will work only first time, then if mouse didn't leave the Map (user touched somewhere else), it won't fire again. Better solution here (following instructions above) can be such a code:
public MainPage()
{
InitializeComponent();
Touch.FrameReported += Touch_FrameReported;
}
private void Touch_FrameReported(object sender, TouchFrameEventArgs e)
{
TouchPoint point = e.GetPrimaryTouchPoint(myMap);
if (point.Action == TouchAction.Move && point.Position.Y > 0)
{
MessageBox.Show("User is Moving Finger over the Map!");
}
}

SWT: How do you register KeyUp events when no Control have focus?

Im am making an Java SWT program that is required to run on both Linux and Windows.
I use the following Code to listen for KeyUp events:
Control.addListener(SWT.KeyUp, new Listener() {
public void handleEvent(Event arg0) {
System.out.println("Event");
}
});
But this does not trigger when no control has focus.
Do anyone know of a place i can add a listener that acts as a Catch-all?
The only way of doing this that I'm aware of is by placing a filter on the Display. Take note that multiple Shells may operate on one Display, so you should be careful!
shell.getDisplay().addFilter(SWT.KeyDown, new Listener() {
public void handleEvent(final Event event) {
System.out.println(event);
}
});
try following method in Display class:
public void addListener ( int eventType, Listener listener )
I have not been able to find a solution to this. I suspect none exist

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