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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Prefabs/FloorQuad.prefab.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Prefabs/FloorQuad.prefab.meta
deleted file mode 100644
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/README.md b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/README.md
deleted file mode 100644
index e38c870..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/README.md
+++ /dev/null
@@ -1,39 +0,0 @@
-## [Boundary]()
-
-Scripts that leverage boundary APIs in Unity.
-These are useful for rendering the floor for immersive devices.
-You can also check if a particular game object is within the established boundary or not.
-
-### [Prefabs](Prefabs)
-Prefabs related to the boundary features.
-
-#### FloorQuad.prefab
-A simple quad scaled up to 10x that will be rendered as the floor for an immersive device.
-
-### [Scripts](Scripts)
-
-#### BoundaryManager.cs
-Places a floor quad to ground the scene.
-Allows you to check if your GameObject is within setup boundary on the immersive headset.
-Boundary can be configured via the Mixed Reality Portal.
-
-### [Tests](Tests)
-To use the scene:
-
-1. Navigate to the Tests folder.
-2. Double click on the test scene you wish to explore.
-3. Either click "Play" in the unity editor or File -> Build Settings.
-4. Add Open Scenes, Platform -> Windows Store, SDK -> Universal 10, Build Type -> D3D, Check 'Unity C# Projects'.
-5. Click 'Build' and create an App folder. When compile is done, open the solution and deploy to device.
-
-#### BoundaryTest.unity
-Shows how to check if an object is within boundary and render a floor quad.
-
-We render the floor quad at (0,0,-3) in editor.
-There are 4 different cubes in the test scene which try to demonstrate if an object is within or outside the setup boundary.
-
-####
-
----
-##### [Go back up to the table of contents.](../../../README.md)
----
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/README.md.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/README.md.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/BoundaryManager.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/BoundaryManager.cs
deleted file mode 100644
index 44d8a46..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/BoundaryManager.cs
+++ /dev/null
@@ -1,200 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-#if UNITY_WSA && UNITY_2017_2_OR_NEWER
-using System.Collections.Generic;
-using UnityEngine.XR;
-using UnityEngine.XR.WSA;
-#endif
-
-namespace HoloToolkit.Unity.Boundary
-{
- ///
- /// Places a floor quad to ground the scene.
- /// Allows you to check if your GameObject is within setup boundary on the immersive headset.
- ///
- public class BoundaryManager : Singleton
- {
- [Tooltip("Quad prefab to display as the floor.")]
- public GameObject FloorQuad;
- private GameObject floorQuadInstance;
-
-#if UNITY_WSA && UNITY_2017_2_OR_NEWER
- [SerializeField]
- [Tooltip("Approximate max Y height of your space.")]
- private float boundaryHeight = 10f;
-
- private Bounds boundaryBounds;
-
- [SerializeField]
- // Defaulting coordinate system to RoomScale in immersive headsets.
- // This puts the origin (0, 0, 0) on the floor if a floor has been established during setup via MixedRealityPortal.
- private TrackingSpaceType opaqueTrackingSpaceType = TrackingSpaceType.RoomScale;
-
- // Removed for now, until the HoloLens tracking space type story is more clear.
- //[SerializeField]
- // Defaulting coordinate system to Stationary for transparent headsets, like HoloLens.
- // This puts the origin (0, 0, 0) at the first place where the user started the application.
- //private TrackingSpaceType transparentTrackingSpaceType = TrackingSpaceType.Stationary;
-#endif
-
- // Testing in the editor found that this moved the floor out of the way enough, and it is only
- // used in the case where a headset isn't attached. Otherwise, the floor is positioned like normal.
- private readonly Vector3 floorPositionInEditor = new Vector3(0f, -3f, 0f);
-
- [SerializeField]
- private bool renderFloor = true;
- public bool RenderFloor
- {
- get { return renderFloor; }
- set
- {
- if (renderFloor != value)
- {
- renderFloor = value;
- SetFloorRendering();
- }
- }
- }
-
- [SerializeField]
- private bool renderBoundary = true;
- public bool RenderBoundary
- {
- get { return renderBoundary; }
- set
- {
- if (renderBoundary != value)
- {
- renderBoundary = value;
- SetBoundaryRendering();
- }
- }
- }
-
- protected override void Awake()
- {
- base.Awake();
-
-#if UNITY_WSA && UNITY_2017_2_OR_NEWER
- if (HolographicSettings.IsDisplayOpaque)
- {
- XRDevice.SetTrackingSpaceType(opaqueTrackingSpaceType);
- }
- else
- {
- // Removed for now, until the HoloLens tracking space type story is more clear.
- //XRDevice.SetTrackingSpaceType(transparentTrackingSpaceType);
-
- Destroy(this);
- return;
- }
-
- // Render the floor based on if you are in editor or immersive device.
- RenderFloorQuad();
-
- // Render boundary if configured.
- SetBoundaryRendering();
-
- // Create a volume out of the specified user boundary.
- CalculateBoundaryVolume();
-#endif
- }
-
- private void SetFloorRendering()
- {
- if (floorQuadInstance != null)
- {
- floorQuadInstance.SetActive(renderFloor);
- }
- }
-
- private void SetBoundaryRendering()
- {
-#if UNITY_2017_2_OR_NEWER
- // TODO: BUG: Unity: configured bool always returns false in 2017.2.0p2-MRTP5.
- if (UnityEngine.Experimental.XR.Boundary.configured)
- {
- UnityEngine.Experimental.XR.Boundary.visible = renderBoundary;
- }
-#endif
- }
-
-#if UNITY_WSA && UNITY_2017_2_OR_NEWER
- private void RenderFloorQuad()
- {
- if (FloorQuad != null && XRDevice.GetTrackingSpaceType() == TrackingSpaceType.RoomScale)
- {
- floorQuadInstance = Instantiate(FloorQuad);
-
- if (!XRDevice.isPresent)
- {
- // So the floor quad does not occlude in editor testing, draw it lower.
- floorQuadInstance.transform.position = floorPositionInEditor;
- }
- else
- {
- floorQuadInstance.transform.position = Vector3.zero;
- }
-
- SetFloorRendering();
- }
- }
-
- ///
- /// Pass in the game object's position to check if it's within
- /// the specified boundary space.
- ///
- ///
- ///
- public bool ContainsObject(Vector3 gameObjectPosition)
- {
- // Check if the supplied game object's position is within the bounds volume.
- return boundaryBounds.Contains(gameObjectPosition);
- }
-
- ///
- /// Uses the TryGetGeometry call and Unity Bounds to create a volume out of the setup boundary.
- ///
- public void CalculateBoundaryVolume()
- {
- // TODO: BUG: Unity: Should return true if a floor and boundary has been established by user.
- // But this always returns false with in 2017.2.0p2-MRTP5.
- //if (!UnityEngine.Experimental.XR.Boundary.configured)
- //{
- // Debug.Log("Boundary not configured.");
- // return;
- //}
-
- if (XRDevice.GetTrackingSpaceType() != TrackingSpaceType.RoomScale)
- {
- Debug.Log("No boundary for non-room scale experiences.");
- return;
- }
-
- boundaryBounds = new Bounds();
-
- // Get all the bounds setup by the user.
- var boundaryGeometry = new List(0);
- // TODO: BUG: Unity: Should return true if a floor and boundary has been established by user.
- // But this always returns false with in 2017.2.0p2-MRTP5.
- if (UnityEngine.Experimental.XR.Boundary.TryGetGeometry(boundaryGeometry))
- {
- if (boundaryGeometry.Count > 0)
- {
- // Create a UnityEngine.Bounds volume with those values.
- foreach (Vector3 boundaryGeo in boundaryGeometry)
- {
- boundaryBounds.Encapsulate(boundaryGeo);
- }
- }
- }
-
- // Ensuring that we set height of the bounds volume to be say 10 feet tall.
- boundaryBounds.Encapsulate(new Vector3(0, boundaryHeight, 0));
- }
-#endif
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs
deleted file mode 100644
index e8894a6..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs
+++ /dev/null
@@ -1,108 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-#if UNITY_2017_2_OR_NEWER
-using System.Collections;
-using UnityEngine.XR;
-#else
-using UnityEngine.VR;
-#endif
-
-namespace HoloToolkit.Unity.Boundary
-{
- ///
- /// Use this script on GameObjects you wish to be aligned in certain ways depending on the application space type.
- /// For example, if you want to place an object at the height of the user's head in a room scale application, check alignWithHeadHeight.
- /// In a stationary scale application, this is equivalent to placing the object at a height of 0.
- /// You can also specify specific locations to place the object based on space type.
- ///
- /// This script runs once, on GameObject creation.
- ///
- /// See https://developer.microsoft.com/en-us/windows/mixed-reality/coordinate_systems_in_unity for more information.
- /// for TrackingSpaceType settings.
- ///
- public class SceneContentAdjuster : MonoBehaviour
- {
- private enum AlignmentType
- {
- AlignWithHeadHeight,
- UsePresetPositions,
- UsePresetXAndZWithHeadHeight
- }
-
- private int frameWaitHack = 0;
-
- [SerializeField]
- [Tooltip("Optional container object reference. If null, this script will move the object it's attached to.")]
- private Transform containerObject;
-
- [SerializeField]
- [Tooltip("Select this if the container should be placed in front of the head on app launch in a room scale app.")]
- private AlignmentType alignmentType = AlignmentType.AlignWithHeadHeight;
-
- [SerializeField]
- [Tooltip("Use this to set the desired position of the container in a stationary app. This will be ignored if AlignWithHeadHeight is set.")]
- private Vector3 stationarySpaceTypePosition = Vector3.zero;
-
- [SerializeField]
- [Tooltip("Use this to set the desired position of the container in a room scale app. This will be ignored if AlignWithHeadHeight is set.")]
- private Vector3 roomScaleSpaceTypePosition = Vector3.zero;
-
- private Vector3 contentPosition = Vector3.zero;
-
- private void Awake()
- {
- if (containerObject == null)
- {
- containerObject = transform;
- }
-
-#if UNITY_2017_2_OR_NEWER
- // If no XR device is present, the editor will default to (0, 0, 0) and no adjustment is needed.
- // This script runs on both opaque and transparent display devices, since the floor offset is based on
- // TrackingSpaceType and not display type.
- if (XRDevice.isPresent)
- {
- StartCoroutine(SetContentHeight());
- return;
- }
-#endif
- Destroy(this);
- }
-
-#if UNITY_2017_2_OR_NEWER
- private IEnumerator SetContentHeight()
- {
- if (frameWaitHack < 1)
- {
- // Not waiting a frame often caused the camera's position to be incorrect at this point. This seems like a Unity bug.
- frameWaitHack++;
- yield return null;
- }
-
- if (alignmentType == AlignmentType.UsePresetPositions || alignmentType == AlignmentType.UsePresetXAndZWithHeadHeight)
- {
- if (XRDevice.GetTrackingSpaceType() == TrackingSpaceType.RoomScale)
- {
- containerObject.position = roomScaleSpaceTypePosition;
- }
- else if (XRDevice.GetTrackingSpaceType() == TrackingSpaceType.Stationary)
- {
- containerObject.position = stationarySpaceTypePosition;
- }
- }
-
- if (alignmentType == AlignmentType.AlignWithHeadHeight || alignmentType == AlignmentType.UsePresetXAndZWithHeadHeight)
- {
- contentPosition.x = containerObject.position.x;
- contentPosition.y = containerObject.position.y + CameraCache.Main.transform.position.y;
- contentPosition.z = containerObject.position.z;
-
- containerObject.position = contentPosition;
- }
- }
-#endif
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs.meta
deleted file mode 100644
index d65843f..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Boundary/Scripts/SceneContentAdjuster.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
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- externalObjects: {}
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy.meta
deleted file mode 100644
index e6578aa..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy.meta
+++ /dev/null
@@ -1,9 +0,0 @@
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-folderAsset: yes
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor.meta
deleted file mode 100644
index 5752db0..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor.meta
+++ /dev/null
@@ -1,9 +0,0 @@
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-guid: eb16359da8d1ac447a8795ea2b7b2a8f
-folderAsset: yes
-timeCreated: 1466615024
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs
deleted file mode 100644
index fe10df1..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs
+++ /dev/null
@@ -1,465 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-using System.IO;
-using System.Net;
-using System.Text;
-using System.Threading;
-using UnityEngine;
-using Debug = UnityEngine.Debug;
-
-namespace HoloToolkit.Unity
-{
- ///
- /// Function used to communicate with the device through the REST API
- ///
- public class BuildDeployPortal
- {
- // Consts
- public const float TimeOut = 6.0f;
- public const int TimeoutMS = (int)(TimeOut * 1000.0f);
- public const float MaxWaitTime = 20.0f;
-
- public static readonly string API_ProcessQuery = @"http://{0}/api/resourcemanager/processes";
- public static readonly string API_PackagesQuery = @"http://{0}/api/appx/packagemanager/packages";
- public static readonly string API_InstallQuery = @"http://{0}/api/app/packagemanager/package";
- public static readonly string API_InstallStatusQuery = @"http://{0}/api/app/packagemanager/state";
- public static readonly string API_AppQuery = @"http://{0}/api/taskmanager/app";
- public static readonly string API_FileQuery = @"http://{0}/api/filesystem/apps/file";
-
- // Enums
- public enum AppInstallStatus
- {
- Invalid,
- Installing,
- InstallSuccess,
- InstallFail
- }
-
- // Classes & Structs
- public struct ConnectInfo
- {
- public ConnectInfo(string ip, string user, string password)
- {
- IP = ip;
- User = user;
- Password = password;
- }
-
- public string IP;
- public string User;
- public string Password;
- }
- [Serializable]
- public class AppDetails
- {
- public string Name;
- public string PackageFamilyName;
- public string PackageFullName;
- public int PackageOrigin;
- public string PackageRelativeId;
- public string Publisher;
- }
- [Serializable]
- public class AppList
- {
- public AppDetails[] InstalledPackages;
- }
- [Serializable]
- public class ProcessDesc
- {
- public float CPUUsage;
- public string ImageName;
- public float PageFileUsage;
- public int PrivateWorkingSet;
- public int ProcessId;
- public int SessionId;
- public string UserName;
- public int VirtualSize;
- public int WorkingSetSize;
- }
-
- [Serializable]
- public class ProcessList
- {
- public ProcessDesc[] Processes;
- }
-
- [Serializable]
- public class InstallStatus
- {
- public int Code;
- public string CodeText;
- public string Reason;
- public bool Success;
- }
-
- [Serializable]
- public class Response
- {
- public string Reason;
- }
-
- private class TimeoutWebClient : WebClient
- {
- protected override WebRequest GetWebRequest(Uri uri)
- {
- WebRequest lWebRequest = base.GetWebRequest(uri);
-
- if (lWebRequest == null) { return null; }
-
- lWebRequest.Timeout = TimeoutMS;
- ((HttpWebRequest)lWebRequest).ReadWriteTimeout = TimeoutMS;
-
- return lWebRequest;
- }
- }
-
- // Functions
- public static bool IsAppInstalled(string packageFamilyName, ConnectInfo connectInfo)
- {
- // Look at the device for a matching app name (if not there, then not installed)
- return (QueryAppDetails(packageFamilyName, connectInfo) != null);
- }
-
- public static bool IsAppRunning(string appName, ConnectInfo connectInfo)
- {
- using (var client = new TimeoutWebClient())
- {
- client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- string query = string.Format(API_ProcessQuery, connectInfo.IP);
- string downloadString = client.DownloadString(query);
-
- var processList = JsonUtility.FromJson(downloadString);
- for (int i = 0; i < processList.Processes.Length; ++i)
- {
- string processName = processList.Processes[i].ImageName;
-
- if (processName.Contains(appName))
- {
- return true;
- }
- }
- }
-
- return false;
- }
-
- public static AppInstallStatus GetInstallStatus(ConnectInfo connectInfo)
- {
- using (var client = new TimeoutWebClient())
- {
- client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- string query = string.Format(API_InstallStatusQuery, connectInfo.IP);
- string statusJSON = client.DownloadString(query);
- var status = JsonUtility.FromJson(statusJSON);
-
- if (status == null)
- {
- return AppInstallStatus.Installing;
- }
-
- Debug.LogFormat("Install Status: {0}|{1}|{2}|{3}", status.Code, status.CodeText, status.Reason, status.Success);
-
- if (status.Success == false)
- {
- Debug.LogError(status.Reason + "(" + status.CodeText + ")");
- return AppInstallStatus.InstallFail;
- }
-
- return AppInstallStatus.InstallSuccess;
- }
- }
-
- public static AppDetails QueryAppDetails(string packageFamilyName, ConnectInfo connectInfo)
- {
- using (var client = new TimeoutWebClient())
- {
- client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- string query = string.Format(API_PackagesQuery, connectInfo.IP);
- string appListJSON = client.DownloadString(query);
-
- var appList = JsonUtility.FromJson(appListJSON);
- for (int i = 0; i < appList.InstalledPackages.Length; ++i)
- {
- string thisAppName = appList.InstalledPackages[i].PackageFamilyName;
- if (thisAppName.Equals(packageFamilyName, StringComparison.OrdinalIgnoreCase))
- {
- return appList.InstalledPackages[i];
- }
- }
- }
-
- return null;
- }
-
- public static bool InstallApp(string appFullPath, ConnectInfo connectInfo, bool waitForDone = true)
- {
- try
- {
- // Calculate the cert and dependency paths
- string fileName = Path.GetFileName(appFullPath);
- string certFullPath = Path.ChangeExtension(appFullPath, ".cer");
- string certName = Path.GetFileName(certFullPath);
- string depPath = Path.GetDirectoryName(appFullPath) + @"\Dependencies\x86\";
-
- // Post it using the REST API
- var form = new WWWForm();
-
- // APPX file
- var stream = new FileStream(appFullPath, FileMode.Open, FileAccess.Read, FileShare.Read);
- var reader = new BinaryReader(stream);
- form.AddBinaryData(fileName, reader.ReadBytes((int)reader.BaseStream.Length), fileName);
- stream.Close();
-
- // CERT file
- stream = new FileStream(certFullPath, FileMode.Open, FileAccess.Read, FileShare.Read);
- reader = new BinaryReader(stream);
- form.AddBinaryData(certName, reader.ReadBytes((int)reader.BaseStream.Length), certName);
- stream.Close();
-
- // Dependencies
- FileInfo[] depFiles = (new DirectoryInfo(depPath)).GetFiles();
- foreach (FileInfo dep in depFiles)
- {
- stream = new FileStream(dep.FullName, FileMode.Open, FileAccess.Read, FileShare.Read);
- reader = new BinaryReader(stream);
- string depFilename = Path.GetFileName(dep.FullName);
- form.AddBinaryData(depFilename, reader.ReadBytes((int)reader.BaseStream.Length), depFilename);
- stream.Close();
- }
-
- // Credentials
- Dictionary headers = form.headers;
- headers["Authorization"] = "Basic " + EncodeTo64(connectInfo.User + ":" + connectInfo.Password);
-
- // Unity places an extra quote in the content-type boundary parameter that the device portal doesn't care for, remove it
- if (headers.ContainsKey("Content-Type"))
- {
- headers["Content-Type"] = headers["Content-Type"].Replace("\"", "");
- }
-
- // Query
- string query = string.Format(API_InstallQuery, connectInfo.IP);
- query += "?package=" + WWW.EscapeURL(fileName);
-
- var www = new WWW(query, form.data, headers);
- DateTime queryStartTime = DateTime.Now;
-
- while (!www.isDone && (DateTime.Now - queryStartTime).TotalSeconds < TimeOut)
- {
- Thread.Sleep(10);
- }
-
- // Give it a short time before checking
- Thread.Sleep(250);
-
- // Report
- if (www.isDone)
- {
- if (!string.IsNullOrEmpty(www.error))
- {
- Debug.LogError(www.error);
- }
- else if (!string.IsNullOrEmpty(www.text))
- {
- Debug.Log(JsonUtility.FromJson(www.text).Reason);
- }
- else
- {
- Debug.LogWarning("Completed with null response string");
- }
- }
-
- // Wait for done (if requested)
- DateTime waitStartTime = DateTime.Now;
- while (waitForDone && (DateTime.Now - waitStartTime).TotalSeconds < MaxWaitTime)
- {
- AppInstallStatus status = GetInstallStatus(connectInfo);
- if (status == AppInstallStatus.InstallSuccess)
- {
- Debug.Log("Install Successful!");
- break;
- }
- if (status == AppInstallStatus.InstallFail)
- {
- Debug.LogError("Install Failed!");
- break;
- }
-
- // Wait a bit and we'll ask again
- Thread.Sleep(1000);
- }
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- return false;
- }
-
- return true;
- }
-
- public static bool UninstallApp(string packageFamilyName, ConnectInfo connectInfo)
- {
- try
- {
- // Find the app description
- AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
- if (appDetails == null)
- {
- Debug.LogError(string.Format("Application '{0}' not found", packageFamilyName));
- return false;
- }
-
- // Setup the command
- string query = string.Format(API_InstallQuery, connectInfo.IP);
- query += "?package=" + WWW.EscapeURL(appDetails.PackageFullName);
-
- // Use HttpWebRequest for a delete query
- var request = (HttpWebRequest)WebRequest.Create(query);
- request.Timeout = TimeoutMS;
- request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- request.Method = "DELETE";
- using (var httpResponse = (HttpWebResponse)request.GetResponse())
- {
- Debug.Log("Response = " + httpResponse.StatusDescription);
- httpResponse.Close();
- }
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- return false;
- }
-
- return true;
- }
-
- public static bool LaunchApp(string packageFamilyName, ConnectInfo connectInfo)
- {
- // Find the app description
- AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
- if (appDetails == null)
- {
- Debug.LogError("Application not found");
- return false;
- }
-
- // Setup the command
- string query = string.Format(API_AppQuery, connectInfo.IP);
- query += "?appid=" + WWW.EscapeURL(EncodeTo64(appDetails.PackageRelativeId));
- query += "&package=" + WWW.EscapeURL(appDetails.PackageFullName);
-
- // Use HttpWebRequest
- var request = (HttpWebRequest)WebRequest.Create(query);
- request.Timeout = TimeoutMS;
- request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- request.Method = "POST";
-
- // Query
- using (var httpResponse = (HttpWebResponse)request.GetResponse())
- {
- Debug.Log("Response = " + httpResponse.StatusDescription);
- httpResponse.Close();
- }
-
- return true;
- }
-
- public static bool KillApp(string packageFamilyName, ConnectInfo connectInfo)
- {
- try
- {
- // Find the app description
- AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
- if (appDetails == null)
- {
- Debug.LogError("Application not found");
- return false;
- }
-
- // Setup the command
- string query = string.Format(API_AppQuery, connectInfo.IP);
- query += "?package=" + WWW.EscapeURL(EncodeTo64(appDetails.PackageFullName));
-
- // And send it across
- var request = (HttpWebRequest)WebRequest.Create(query);
- request.Timeout = TimeoutMS;
- request.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- request.Method = "DELETE";
- using (var httpResponse = (HttpWebResponse)request.GetResponse())
- {
- Debug.Log("Response = " + httpResponse.StatusDescription);
- httpResponse.Close();
- }
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- return false;
- }
-
- return true;
- }
-
- public static bool DeviceLogFile_View(string packageFamilyName, ConnectInfo connectInfo)
- {
- using (var client = new TimeoutWebClient())
- {
- client.Credentials = new NetworkCredential(connectInfo.User, connectInfo.Password);
- try
- {
- // Setup
- string logFile = Application.temporaryCachePath + @"/deviceLog.txt";
-
- // Get the app details...
- AppDetails appDetails = QueryAppDetails(packageFamilyName, connectInfo);
- if (appDetails == null)
- {
- Debug.LogError("Application not found on target device (" + packageFamilyName + ")");
- return false;
- }
-
- // Download the file
- string query = string.Format(API_FileQuery, connectInfo.IP);
- query += "?knownfolderid=LocalAppData";
- query += "&filename=UnityPlayer.log";
- query += "&packagefullname=" + appDetails.PackageFullName;
- query += "&path=%5C%5CTempState";
- client.DownloadFile(query, logFile);
-
- // Open it up in default text editor
- Process.Start(logFile);
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- return false;
- }
- }
-
- return true;
- }
-
- // Helpers
- private static string EncodeTo64(string toEncode)
- {
- byte[] toEncodeAsBytes = Encoding.ASCII.GetBytes(toEncode);
- string returnValue = Convert.ToBase64String(toEncodeAsBytes);
- return returnValue;
- }
-
- private static string DecodeFrom64(string encodedData)
- {
- byte[] encodedDataAsBytes = Convert.FromBase64String(encodedData);
- string returnValue = Encoding.ASCII.GetString(encodedDataAsBytes);
- return returnValue;
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs.meta
deleted file mode 100644
index 99ba73b..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPortal.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs
deleted file mode 100644
index a1086a3..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System.IO;
-using UnityEngine;
-
-namespace HoloToolkit.Unity
-{
- public static class BuildDeployPrefs
- {
- // Constants
- private const string EditorPrefs_BuildDir = "_BuildDeployWindow_BuildDir";
- private const string EditorPrefs_BuildConfig = "_BuildDeployWindow_BuildConfig";
- private const string EditorPrefs_BuildPlatform = "_BuildDeployWindow_BuildPlatform";
- private const string EditorPrefs_ForceRebuild = "_BuildDeployWindow_ForceBuild";
- private const string EditorPrefs_IncrementBuildVersion = "_BuildDeployWindow_IncrementBuildVersion";
- private const string EditorPrefs_MSBuildVer = "_BuildDeployWindow_MSBuildVer";
- private const string EditorPrefs_TargetIPs = "_BuildDeployWindow_DestIPs";
- private const string EditorPrefs_DeviceUser = "_BuildDeployWindow_DeviceUser";
- private const string EditorPrefs_DevicePwd = "_BuildDeployWindow_DevicePwd";
- private const string EditorPrefs_FullReinstall = "_BuildDeployWindow_FullReinstall";
-
- public static string BuildDirectory
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildDir, "UWP"); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildDir, value); }
- }
-
- public static string AbsoluteBuildDirectory
- {
- get { return Path.GetFullPath(Path.Combine(Path.Combine(Application.dataPath, ".."), BuildDirectory)); }
- }
-
- public static string MsBuildVersion
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_MSBuildVer, BuildDeployTools.DefaultMSBuildVersion); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_MSBuildVer, value); }
- }
-
- public static string BuildConfig
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildConfig, "Debug"); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildConfig, value); }
- }
-
- public static string BuildPlatform
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_BuildPlatform, "x86"); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_BuildPlatform, value); }
- }
-
- public static bool ForceRebuild
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_ForceRebuild, false); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_ForceRebuild, value); }
- }
-
- public static bool IncrementBuildVersion
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_IncrementBuildVersion, true); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_IncrementBuildVersion, value); }
- }
-
- public static string TargetIPs
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_TargetIPs, "127.0.0.1"); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_TargetIPs, value); }
- }
-
- public static string DeviceUser
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_DeviceUser, ""); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_DeviceUser, value); }
- }
-
- public static string DevicePassword
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_DevicePwd, ""); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_DevicePwd, value); }
- }
-
- public static bool FullReinstall
- {
- get { return EditorPrefsUtility.GetEditorPref(EditorPrefs_FullReinstall, true); }
- set { EditorPrefsUtility.SetEditorPref(EditorPrefs_FullReinstall, value); }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs.meta
deleted file mode 100644
index 69935eb..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployPrefs.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-guid: 6762008b7153ae94ab1f370faf6bbca0
-timeCreated: 1468891604
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs
deleted file mode 100644
index 5741888..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs
+++ /dev/null
@@ -1,356 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using System.Diagnostics;
-using System.IO;
-using System.Linq;
-using System.Xml.Linq;
-using Microsoft.Win32;
-using UnityEditor;
-using UnityEngine;
-using Debug = UnityEngine.Debug;
-
-namespace HoloToolkit.Unity
-{
- ///
- /// Contains utility functions for building for the device
- ///
- public class BuildDeployTools
- {
- public static readonly string DefaultMSBuildVersion = "15.0";
-
- public static bool CanBuild()
- {
- if (PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.IL2CPP && IsIl2CppAvailable())
- {
- return true;
- }
-
- return PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.WinRTDotNET && IsDotNetAvailable();
- }
-
- public static bool IsDotNetAvailable()
- {
- return Directory.Exists(EditorApplication.applicationContentsPath + "\\PlaybackEngines\\MetroSupport\\Managed\\UAP");
- }
-
- public static bool IsIl2CppAvailable()
- {
- return Directory.Exists(EditorApplication.applicationContentsPath + "\\PlaybackEngines\\MetroSupport\\Managed\\il2cpp");
- }
-
- ///
- /// Displays a dialog if no scenes are present in the build and returns true if build can proceed.
- ///
- ///
- public static bool CheckBuildScenes()
- {
- if (EditorBuildSettings.scenes.Length == 0)
- {
- return EditorUtility.DisplayDialog("Attention!",
- "No scenes are present in the build settings!\n\n Do you want to cancel and add one?",
- "Continue Anyway", "Cancel Build");
- }
-
- return true;
- }
-
- public static bool BuildSLN(string buildDirectory, bool showDialog = true)
- {
- // Use BuildSLNUtilities to create the SLN
- bool buildSuccess = false;
-
- if (CheckBuildScenes() == false)
- {
- return false;
- }
-
- var buildInfo = new BuildInfo
- {
- // These properties should all match what the Standalone.proj file specifies
- OutputDirectory = buildDirectory,
- Scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
- BuildTarget = BuildTarget.WSAPlayer,
- WSASdk = WSASDK.UWP,
- WSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType,
- WSAUwpSdk = EditorUserBuildSettings.wsaUWPSDK,
-
- // Configure a post build action that will compile the generated solution
- PostBuildAction = (innerBuildInfo, buildError) =>
- {
- if (!string.IsNullOrEmpty(buildError))
- {
- EditorUtility.DisplayDialog(PlayerSettings.productName + " WindowsStoreApp Build Failed!", buildError, "OK");
- }
- else
- {
- if (showDialog)
- {
- if (!EditorUtility.DisplayDialog(PlayerSettings.productName, "Build Complete", "OK", "Build AppX"))
- {
- BuildAppxFromSLN(
- PlayerSettings.productName,
- BuildDeployPrefs.MsBuildVersion,
- BuildDeployPrefs.ForceRebuild,
- BuildDeployPrefs.BuildConfig,
- BuildDeployPrefs.BuildPlatform,
- BuildDeployPrefs.BuildDirectory,
- BuildDeployPrefs.IncrementBuildVersion);
- }
- }
-
- buildSuccess = true;
- }
- }
- };
-
- BuildSLNUtilities.RaiseOverrideBuildDefaults(ref buildInfo);
-
- BuildSLNUtilities.PerformBuild(buildInfo);
-
- return buildSuccess;
- }
-
- public static string CalcMSBuildPath(string msBuildVersion)
- {
- if (msBuildVersion.Equals("14.0"))
- {
- using (RegistryKey key =
- Registry.LocalMachine.OpenSubKey(
- string.Format(@"Software\Microsoft\MSBuild\ToolsVersions\{0}", msBuildVersion)))
- {
- if (key != null)
- {
- var msBuildBinFolder = (string)key.GetValue("MSBuildToolsPath");
- return Path.Combine(msBuildBinFolder, "msbuild.exe");
- }
- }
- }
-
- // If we got this far then we don't have VS 2015 installed and need to use msBuild 15
- msBuildVersion = "15.0";
-
- // For MSBuild 15+ we should to use vswhere to give us the correct instance
- string output = @"/C vswhere -version " + msBuildVersion + " -products * -requires Microsoft.Component.MSBuild -property installationPath";
-
- // get the right program files path based on whether the PC is x86 or x64
- string programFiles = @"C:\Program Files (x86)\Microsoft Visual Studio\Installer";
-
- var vswherePInfo = new ProcessStartInfo
- {
- FileName = "cmd.exe",
- CreateNoWindow = true,
- UseShellExecute = false,
- RedirectStandardOutput = true,
- RedirectStandardError = false,
- Arguments = output,
- WorkingDirectory = programFiles
- };
-
- using (var vswhereP = new Process())
- {
- vswhereP.StartInfo = vswherePInfo;
- vswhereP.Start();
- output = vswhereP.StandardOutput.ReadToEnd();
- vswhereP.WaitForExit();
- }
-
- string[] paths = output.Split(new[] { Environment.NewLine }, StringSplitOptions.RemoveEmptyEntries);
-
- if (paths.Length > 0)
- {
- // if there are multiple 2017 installs,
- // prefer enterprise, then pro, then community
- string bestPath = paths.OrderBy(p => p.ToLower().Contains("enterprise"))
- .ThenBy(p => p.ToLower().Contains("professional"))
- .ThenBy(p => p.ToLower().Contains("community")).First();
-
- return bestPath + @"\MSBuild\" + msBuildVersion + @"\Bin\MSBuild.exe";
- }
-
- Debug.LogError("Unable to find a valid path to Visual Studio Instance!");
- return string.Empty;
- }
-
- public static bool RestoreNugetPackages(string nugetPath, string storePath)
- {
- var nugetPInfo = new ProcessStartInfo
- {
- FileName = nugetPath,
- CreateNoWindow = true,
- UseShellExecute = false,
- Arguments = "restore \"" + storePath + "/project.json\""
- };
-
- using (var nugetP = new Process())
- {
- nugetP.StartInfo = nugetPInfo;
- nugetP.Start();
- nugetP.WaitForExit();
- nugetP.Close();
- nugetP.Dispose();
- }
-
- return File.Exists(storePath + "\\project.lock.json");
- }
-
- public static bool BuildAppxFromSLN(string productName, string msBuildVersion, bool forceRebuildAppx, string buildConfig, string buildPlatform, string buildDirectory, bool incrementVersion, bool showDialog = true)
- {
- EditorUtility.DisplayProgressBar("Build AppX", "Building AppX Package...", 0);
- string slnFilename = Path.Combine(buildDirectory, PlayerSettings.productName + ".sln");
-
- if (!File.Exists(slnFilename))
- {
- Debug.LogError("Unable to find Solution to build from!");
- EditorUtility.ClearProgressBar();
- return false;
- }
-
- // Get and validate the msBuild path...
- var msBuildPath = CalcMSBuildPath(msBuildVersion);
-
- if (!File.Exists(msBuildPath))
- {
- Debug.LogErrorFormat("MSBuild.exe is missing or invalid (path={0}).", msBuildPath);
- EditorUtility.ClearProgressBar();
- return false;
- }
-
- // Get the path to the NuGet tool
- string unity = Path.GetDirectoryName(EditorApplication.applicationPath);
- System.Diagnostics.Debug.Assert(unity != null, "unity != null");
- string storePath = Path.GetFullPath(Path.Combine(Path.Combine(Application.dataPath, ".."), buildDirectory));
- string solutionProjectPath = Path.GetFullPath(Path.Combine(storePath, productName + @".sln"));
-
- // Bug in Unity editor that doesn't copy project.json and project.lock.json files correctly if solutionProjectPath is not in a folder named UWP.
- if (!File.Exists(storePath + "\\project.json"))
- {
- File.Copy(unity + @"\Data\PlaybackEngines\MetroSupport\Tools\project.json", storePath + "\\project.json");
- }
-
- string nugetPath = Path.Combine(unity, @"Data\PlaybackEngines\MetroSupport\Tools\NuGet.exe");
-
- // Before building, need to run a nuget restore to generate a json.lock file. Failing to do
- // this breaks the build in VS RTM
- if (PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA) == ScriptingImplementation.WinRTDotNET &&
- (!RestoreNugetPackages(nugetPath, storePath) ||
- !RestoreNugetPackages(nugetPath, storePath + "\\" + productName) ||
- EditorUserBuildSettings.wsaGenerateReferenceProjects && !RestoreNugetPackages(nugetPath, storePath + "/GeneratedProjects/UWP/Assembly-CSharp") ||
- EditorUserBuildSettings.wsaGenerateReferenceProjects && !RestoreNugetPackages(nugetPath, storePath + "/GeneratedProjects/UWP/Assembly-CSharp-firstpass")))
- {
- Debug.LogError("Failed to restore nuget packages");
- EditorUtility.ClearProgressBar();
- return false;
- }
-
- EditorUtility.DisplayProgressBar("Build AppX", "Building AppX Package...", 25);
-
- // Ensure that the generated .appx version increments by modifying
- // Package.appxmanifest
- if (incrementVersion)
- {
- IncrementPackageVersion();
- }
-
- // Now do the actual build
- var pInfo = new ProcessStartInfo
- {
- FileName = msBuildPath,
- CreateNoWindow = false,
- Arguments = string.Format("\"{0}\" /t:{1} /p:Configuration={2} /p:Platform={3} /verbosity:m",
- solutionProjectPath,
- forceRebuildAppx ? "Rebuild" : "Build",
- buildConfig,
- buildPlatform)
- };
-
- // Uncomment out to debug by copying into command window
- //Debug.Log("\"" + vs + "\"" + " " + pInfo.Arguments);
-
- var process = new Process { StartInfo = pInfo };
-
- try
- {
- if (!process.Start())
- {
- Debug.LogError("Failed to start Cmd process!");
- EditorUtility.ClearProgressBar();
- return false;
- }
-
- process.WaitForExit();
-
- EditorUtility.ClearProgressBar();
-
- if (process.ExitCode == 0 &&
- showDialog &&
- !EditorUtility.DisplayDialog("Build AppX", "AppX Build Successful!", "OK", "Open Project Folder"))
- {
- Process.Start("explorer.exe", "/select," + storePath);
- }
-
- if (process.ExitCode != 0)
- {
- Debug.LogError("MSBuild error (code = " + process.ExitCode + ")");
- EditorUtility.DisplayDialog(PlayerSettings.productName + " build Failed!", "Failed to build appx from solution. Error code: " + process.ExitCode, "OK");
- return false;
- }
-
- process.Close();
- process.Dispose();
-
- }
- catch (Exception e)
- {
- Debug.LogError("Cmd Process EXCEPTION: " + e);
- EditorUtility.ClearProgressBar();
- return false;
- }
-
- return true;
- }
-
- private static void IncrementPackageVersion()
- {
- // Find the manifest, assume the one we want is the first one
- string[] manifests = Directory.GetFiles(BuildDeployPrefs.AbsoluteBuildDirectory, "Package.appxmanifest", SearchOption.AllDirectories);
-
- if (manifests.Length == 0)
- {
- Debug.LogError("Unable to find Package.appxmanifest file for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ")");
- return;
- }
-
- string manifest = manifests[0];
- var rootNode = XElement.Load(manifest);
- var identityNode = rootNode.Element(rootNode.GetDefaultNamespace() + "Identity");
-
- if (identityNode == null)
- {
- Debug.LogError("Package.appxmanifest for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ") is missing an node");
- return;
- }
-
- // We use XName.Get instead of string -> XName implicit conversion because
- // when we pass in the string "Version", the program doesn't find the attribute.
- // Best guess as to why this happens is that implicit string conversion doesn't set the namespace to empty
- var versionAttr = identityNode.Attribute(XName.Get("Version"));
-
- if (versionAttr == null)
- {
- Debug.LogError("Package.appxmanifest for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ") is missing a version attribute in the node.");
- return;
- }
-
- // Assume package version always has a '.'.
- // According to https://msdn.microsoft.com/en-us/library/windows/apps/br211441.aspx
- // Package versions are always of the form Major.Minor.Build.Revision
- var version = new Version(versionAttr.Value);
- var newVersion = new Version(version.Major, version.Minor, version.Build, version.Revision + 1);
-
- versionAttr.Value = newVersion.ToString();
- rootNode.Save(manifest);
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs.meta
deleted file mode 100644
index 25928f3..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployTools.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: bc185db46b00c9840b977f9e46183160
-timeCreated: 1466615028
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs
deleted file mode 100644
index 2aabb6b..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs
+++ /dev/null
@@ -1,1069 +0,0 @@
-//
-// Copyright (c) @jevertt
-// Copyright (c) Rafael Rivera
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System;
-using System.Collections.Generic;
-using System.Diagnostics;
-using System.IO;
-using System.Linq;
-using System.Xml;
-using UnityEditor;
-using UnityEngine;
-using Debug = UnityEngine.Debug;
-
-namespace HoloToolkit.Unity
-{
- ///
- /// Build window - supports SLN creation, APPX from SLN, Deploy on device, and misc helper utilities associated with the build/deploy/test iteration loop
- /// Requires the device to be set in developer mode and to have secure connections disabled (in the security tab in the device portal)
- ///
- public class BuildDeployWindow : EditorWindow
- {
- private const float GUISectionOffset = 10.0f;
- private const string GUIHorizontalSpacer = " ";
- private const float UpdateBuildsPeriod = 1.0f;
- private const string SdkVersion =
-#if UNITY_2017_2_OR_NEWER
- "10.0.16299.0";
-#else
- "10.0.15063.0";
-#endif
-
- private enum BuildPlatformEnum
- {
- x86 = 1,
- x64 = 2
- }
-
- private enum BuildConfigEnum
- {
- Debug = 0,
- Release = 1,
- Master = 2
- }
-
- #region Properties
-
- private bool ShouldOpenSLNBeEnabled { get { return !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory); } }
-
- private bool ShouldBuildSLNBeEnabled { get { return !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory) && !string.IsNullOrEmpty(PlayerSettings.WSA.certificatePath); } }
-
- private bool ShouldBuildAppxBeEnabled
- {
- get
- {
- return ShouldBuildSLNBeEnabled &&
- !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory) &&
- !string.IsNullOrEmpty(BuildDeployPrefs.MsBuildVersion) &&
- !string.IsNullOrEmpty(BuildDeployPrefs.BuildConfig);
- }
- }
-
- private bool ShouldLaunchAppBeEnabled
- {
- get { return !string.IsNullOrEmpty(BuildDeployPrefs.TargetIPs) && !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory); }
- }
-
- private bool ShouldWebPortalBeEnabled
- {
- get { return !string.IsNullOrEmpty(BuildDeployPrefs.TargetIPs) && !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory); }
- }
-
- private bool ShouldLogViewBeEnabled
- {
- get { return !string.IsNullOrEmpty(BuildDeployPrefs.BuildDirectory); }
- }
-
- private bool LocalIPsOnly { get { return true; } }
-
- private bool HoloLensUsbConnected
- {
- get
- {
- bool isConnected = false;
-
- if (USBDeviceListener.USBDevices != null)
- {
- foreach (USBDeviceInfo device in USBDeviceListener.USBDevices)
- {
- if (device.Name.Equals("Microsoft HoloLens"))
- {
- isConnected = true;
- }
- }
- }
- else
- {
- isConnected = SessionState.GetBool("HoloLensUsbConnected", false);
- }
-
- SessionState.SetBool("HoloLensUsbConnected", isConnected);
- return isConnected;
- }
- }
-
- #endregion // Properties
-
- #region Fields
-
- private List builds = new List();
- private float timeLastUpdatedBuilds;
- private string[] windowsSdkPaths;
- private Vector2 scrollPosition;
- private string wsaCertPath;
-
- #endregion // Fields
-
- #region Methods
-
- [MenuItem("Mixed Reality Toolkit/Build Window", false, 0)]
- public static void OpenWindow()
- {
- // Dock it next to the Scene View.
- var window = GetWindow(typeof(SceneView));
- window.titleContent = new GUIContent("Build Window");
- window.Show();
- }
-
- private void OnEnable()
- {
- Setup();
- }
-
- private void Setup()
- {
- titleContent = new GUIContent("Build Window");
- minSize = new Vector2(600, 575);
-
- windowsSdkPaths = Directory.GetDirectories(@"C:\Program Files (x86)\Windows Kits\10\Lib");
-
- for (int i = 0; i < windowsSdkPaths.Length; i++)
- {
- windowsSdkPaths[i] = windowsSdkPaths[i].Substring(windowsSdkPaths[i].LastIndexOf(@"\", StringComparison.Ordinal) + 1);
- }
-
- wsaCertPath = PlayerSettings.WSA.certificatePath;
- wsaCertPath = wsaCertPath.Replace("\\", "/");
- wsaCertPath = wsaCertPath.Substring(wsaCertPath.LastIndexOf("/", StringComparison.Ordinal) + 1);
-
- UpdateXdeStatus();
- UpdateBuilds();
- }
-
- private void UpdateXdeStatus()
- {
- XdeGuestLocator.FindGuestAddressAsync();
- }
-
- private void OnGUI()
- {
- GUILayout.Space(GUISectionOffset);
-
- // Setup
- int buttonWidth_Quarter = Screen.width / 4;
- int buttonWidth_Half = Screen.width / 2;
- int buttonWidth_Full = Screen.width - 25;
- var locatorHasData = XdeGuestLocator.HasData;
- var locatorIsSearching = XdeGuestLocator.IsSearching;
- var xdeGuestIpAddress = XdeGuestLocator.GuestIpAddress;
-
- // Quick Options
- GUILayout.BeginVertical();
- GUILayout.Label("Quick Options");
-
- EditorGUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- EditorGUILayout.EndHorizontal();
-
- // Build & Run button...
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.FlexibleSpace();
- GUI.enabled = ShouldBuildSLNBeEnabled;
-
- if (GUILayout.Button((!locatorIsSearching && locatorHasData || HoloLensUsbConnected)
- ? "Build SLN, Build APPX, then Install"
- : "Build SLN, Build APPX",
- GUILayout.Width(buttonWidth_Half - 20)))
- {
- // Build SLN
- EditorApplication.delayCall += () => { BuildAll(!locatorIsSearching && locatorHasData || HoloLensUsbConnected); };
- }
-
- GUI.enabled = true;
-
- if (GUILayout.Button("Open Player Settings", GUILayout.Width(buttonWidth_Quarter)))
- {
- EditorApplication.ExecuteMenuItem("Edit/Project Settings/Player");
- }
-
- if (GUILayout.Button(string.IsNullOrEmpty(wsaCertPath) ? "Select Certificate" : wsaCertPath, GUILayout.Width(buttonWidth_Quarter)))
- {
- string path = EditorUtility.OpenFilePanel("Select Certificate", Application.dataPath, "pfx");
- wsaCertPath = path.Substring(path.LastIndexOf("/", StringComparison.Ordinal) + 1);
-
- if (!string.IsNullOrEmpty(path))
- {
- CertificatePasswordWindow.Show(path);
- }
- else
- {
- PlayerSettings.WSA.SetCertificate(string.Empty, string.Empty);
- }
- }
- }
-
- GUILayout.EndVertical();
-
- // Build section
- GUILayout.BeginVertical();
- GUILayout.Label("SLN");
-
- EditorGUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- EditorGUILayout.EndHorizontal();
- EditorGUILayout.BeginHorizontal();
-
- // Build directory (and save setting, if it's changed)
- string curBuildDirectory = BuildDeployPrefs.BuildDirectory;
- string newBuildDirectory = EditorGUILayout.TextField(new GUIContent(GUIHorizontalSpacer + "Build Directory", "It's recommended to use UWP"), curBuildDirectory);
-
- if (newBuildDirectory != curBuildDirectory)
- {
- BuildDeployPrefs.BuildDirectory = newBuildDirectory;
- curBuildDirectory = newBuildDirectory;
- }
-
- GUI.enabled = Directory.Exists(BuildDeployPrefs.AbsoluteBuildDirectory);
-
- if (GUILayout.Button("Open Build Directory"))
- {
- Process.Start(BuildDeployPrefs.AbsoluteBuildDirectory);
- }
-
- GUI.enabled = true;
- EditorGUILayout.EndHorizontal();
-
- // Build SLN button
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.FlexibleSpace();
-
- float previousLabelWidth = EditorGUIUtility.labelWidth;
-
- // Generate C# Project References
- EditorGUIUtility.labelWidth = 105;
- bool generateReferenceProjects = EditorUserBuildSettings.wsaGenerateReferenceProjects;
- bool shouldGenerateProjects = EditorGUILayout.Toggle("Unity C# Projects", generateReferenceProjects);
-
- if (shouldGenerateProjects != generateReferenceProjects)
- {
- EditorUserBuildSettings.wsaGenerateReferenceProjects = shouldGenerateProjects;
- }
-
- // Restore previous label width
- EditorGUIUtility.labelWidth = previousLabelWidth;
-
- GUI.enabled = ShouldOpenSLNBeEnabled;
-
- if (GUILayout.Button("Open Project Solution", GUILayout.Width(buttonWidth_Quarter)))
- {
- // Open SLN
- string slnFilename = Path.Combine(curBuildDirectory, PlayerSettings.productName + ".sln");
-
- if (File.Exists(slnFilename))
- {
- var slnFile = new FileInfo(slnFilename);
- Process.Start(slnFile.FullName);
- }
- else if (EditorUtility.DisplayDialog("Solution Not Found", "We couldn't find the Project's Solution. Would you like to Build the project now?", "Yes, Build", "No"))
- {
- // Build SLN
- EditorApplication.delayCall += () => { BuildDeployTools.BuildSLN(curBuildDirectory); };
- }
- }
-
- GUI.enabled = ShouldBuildSLNBeEnabled;
-
- if (GUILayout.Button("Build Unity Project", GUILayout.Width(buttonWidth_Half)))
- {
- // Build SLN
- EditorApplication.delayCall += () => { BuildDeployTools.BuildSLN(curBuildDirectory); };
- }
-
- GUI.enabled = true;
- }
-
- // Appx sub-section
- GUILayout.BeginVertical();
- GUILayout.Label("APPX");
-
- GUILayout.BeginHorizontal();
-
- // SDK and MS Build Version(and save setting, if it's changed)
- string currentSDKVersion = EditorUserBuildSettings.wsaUWPSDK;
-
- int currentSDKVersionIndex = 0;
-
- for (var i = 0; i < windowsSdkPaths.Length; i++)
- {
- if (string.IsNullOrEmpty(currentSDKVersion))
- {
- currentSDKVersionIndex = windowsSdkPaths.Length - 1;
- }
- else
- {
- if (windowsSdkPaths[i].Equals(SdkVersion))
- {
- currentSDKVersionIndex = i;
- }
- }
- }
-
- if (currentSDKVersionIndex == 0)
- {
- Debug.LogErrorFormat("Unable to find the required Windows 10 SDK Target!\nPlease be sure to install the {0} SDK from Visual Studio Installer.", SdkVersion);
- }
-
- EditorGUILayout.LabelField(GUIHorizontalSpacer + "Required SDK Version: " + SdkVersion);
-
- var curScriptingBackend = PlayerSettings.GetScriptingBackend(BuildTargetGroup.WSA);
- var newScriptingBackend = (ScriptingImplementation)EditorGUILayout.IntPopup(
- GUIHorizontalSpacer + "Scripting Backend",
- (int)curScriptingBackend,
- new[] { "IL2CPP", ".NET" },
- new[] { (int)ScriptingImplementation.IL2CPP, (int)ScriptingImplementation.WinRTDotNET });
-
- if (newScriptingBackend != curScriptingBackend)
- {
- PlayerSettings.SetScriptingBackend(BuildTargetGroup.WSA, newScriptingBackend);
- }
-
- string newSDKVersion = windowsSdkPaths[currentSDKVersionIndex];
-
- if (!newSDKVersion.Equals(currentSDKVersion))
- {
- EditorUserBuildSettings.wsaUWPSDK = newSDKVersion;
- }
-
- GUILayout.EndHorizontal();
- GUILayout.BeginHorizontal();
-
- // Build config (and save setting, if it's changed)
- string curBuildConfigString = BuildDeployPrefs.BuildConfig;
-
- BuildConfigEnum buildConfigOption;
- if (curBuildConfigString.ToLower().Equals("master"))
- {
- buildConfigOption = BuildConfigEnum.Master;
- }
- else if (curBuildConfigString.ToLower().Equals("release"))
- {
- buildConfigOption = BuildConfigEnum.Release;
- }
- else
- {
- buildConfigOption = BuildConfigEnum.Debug;
- }
-
- buildConfigOption = (BuildConfigEnum)EditorGUILayout.EnumPopup(GUIHorizontalSpacer + "Build Configuration", buildConfigOption);
-
- string buildConfigString = buildConfigOption.ToString();
-
- if (buildConfigString != curBuildConfigString)
- {
- BuildDeployPrefs.BuildConfig = buildConfigString;
- curBuildConfigString = buildConfigString;
- }
-
- // Build Platform (and save setting, if it's changed)
- string curBuildPlatformString = BuildDeployPrefs.BuildPlatform;
- BuildPlatformEnum buildPlatformOption = BuildPlatformEnum.x86;
-
- if (curBuildPlatformString.ToLower().Equals("x86"))
- {
- buildPlatformOption = BuildPlatformEnum.x86;
- }
- else if (curBuildPlatformString.ToLower().Equals("x64"))
- {
- buildPlatformOption = BuildPlatformEnum.x64;
- }
-
- buildPlatformOption = (BuildPlatformEnum)EditorGUILayout.EnumPopup(GUIHorizontalSpacer + "Build Platform", buildPlatformOption);
-
- string newBuildPlatformString;
-
- switch (buildPlatformOption)
- {
- case BuildPlatformEnum.x86:
- case BuildPlatformEnum.x64:
- newBuildPlatformString = buildPlatformOption.ToString();
- break;
- default:
- throw new ArgumentOutOfRangeException();
- }
-
- if (newBuildPlatformString != curBuildPlatformString)
- {
- BuildDeployPrefs.BuildPlatform = newBuildPlatformString;
- curBuildPlatformString = newBuildPlatformString;
- }
-
- GUILayout.EndHorizontal();
-
- // Build APPX button
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.FlexibleSpace();
-
- float previousLabelWidth = EditorGUIUtility.labelWidth;
-
- // Force rebuild
- EditorGUIUtility.labelWidth = 50;
- bool curForceRebuildAppx = BuildDeployPrefs.ForceRebuild;
- bool newForceRebuildAppx = EditorGUILayout.Toggle("Rebuild", curForceRebuildAppx);
-
- if (newForceRebuildAppx != curForceRebuildAppx)
- {
- BuildDeployPrefs.ForceRebuild = newForceRebuildAppx;
- curForceRebuildAppx = newForceRebuildAppx;
- }
-
- // Increment version
- EditorGUIUtility.labelWidth = 110;
- bool curIncrementVersion = BuildDeployPrefs.IncrementBuildVersion;
- bool newIncrementVersion = EditorGUILayout.Toggle("Increment Version", curIncrementVersion);
-
- if (newIncrementVersion != curIncrementVersion)
- {
- BuildDeployPrefs.IncrementBuildVersion = newIncrementVersion;
- curIncrementVersion = newIncrementVersion;
- }
-
- // Restore previous label width
- EditorGUIUtility.labelWidth = previousLabelWidth;
-
- // Build APPX
- GUI.enabled = ShouldBuildAppxBeEnabled;
-
- if (GUILayout.Button("Build APPX", GUILayout.Width(buttonWidth_Half)))
- {
- // Open SLN
- string slnFilename = Path.Combine(curBuildDirectory, PlayerSettings.productName + ".sln");
-
- if (File.Exists(slnFilename))
- {
- // Build APPX
- EditorApplication.delayCall += () =>
- BuildDeployTools.BuildAppxFromSLN(
- PlayerSettings.productName,
- BuildDeployTools.DefaultMSBuildVersion,
- curForceRebuildAppx,
- curBuildConfigString,
- curBuildPlatformString,
- curBuildDirectory,
- curIncrementVersion);
- }
- else if (EditorUtility.DisplayDialog("Solution Not Found", "We couldn't find the solution. Would you like to Build it?", "Yes, Build", "No"))
- {
- // Build SLN then APPX
- EditorApplication.delayCall += () => BuildAll(install: false);
- }
- }
-
- GUI.enabled = true;
- }
-
- GUILayout.EndVertical();
- GUILayout.EndVertical();
-
- GUILayout.Space(GUISectionOffset);
-
- // Deploy section
- GUILayout.BeginVertical();
- GUILayout.Label("Deploy");
-
- // Target IPs (and save setting, if it's changed)
- string curTargetIps = BuildDeployPrefs.TargetIPs;
- if (!LocalIPsOnly)
- {
- string newTargetIPs = EditorGUILayout.TextField(
- new GUIContent(GUIHorizontalSpacer + "IP Address(es)", "IP(s) of target devices (e.g. 127.0.0.1 | 10.11.12.13)"),
- curTargetIps);
-
- if (newTargetIPs != curTargetIps)
- {
- BuildDeployPrefs.TargetIPs = newTargetIPs;
- curTargetIps = newTargetIPs;
- }
- }
- else
- {
- // Queue up a repaint if we're still busy, or we'll get stuck
- // in a disabled state.
-
- if (locatorIsSearching)
- {
- Repaint();
- }
-
- var addressesToPresent = new List { "127.0.0.1" };
-
- if (!locatorIsSearching && locatorHasData)
- {
- addressesToPresent.Add(xdeGuestIpAddress.ToString());
- }
-
- var previouslySavedAddress = addressesToPresent.IndexOf(curTargetIps);
-
- if (previouslySavedAddress == -1)
- {
- previouslySavedAddress = 0;
- }
-
- EditorGUILayout.BeginHorizontal();
-
- if (locatorIsSearching && !locatorHasData)
- {
- GUI.enabled = false;
- }
-
- var selectedAddressIndex = EditorGUILayout.Popup(GUIHorizontalSpacer + "IP Address", previouslySavedAddress, addressesToPresent.ToArray());
-
- if (GUILayout.Button(locatorIsSearching ? "Searching" : "Refresh", GUILayout.Width(buttonWidth_Quarter)))
- {
- UpdateXdeStatus();
- }
-
- GUI.enabled = true;
- EditorGUILayout.EndHorizontal();
-
- var selectedAddress = addressesToPresent[selectedAddressIndex];
-
- if (curTargetIps != selectedAddress && !locatorIsSearching)
- {
- BuildDeployPrefs.TargetIPs = selectedAddress;
- }
- }
-
- // Username/Password (and save seeings, if changed)
- string curUsername = BuildDeployPrefs.DeviceUser;
- string newUsername = EditorGUILayout.TextField(GUIHorizontalSpacer + "Username", curUsername);
- string curPassword = BuildDeployPrefs.DevicePassword;
- string newPassword = EditorGUILayout.PasswordField(GUIHorizontalSpacer + "Password", curPassword);
- bool curFullReinstall = BuildDeployPrefs.FullReinstall;
- bool newFullReinstall = EditorGUILayout.Toggle(
- new GUIContent(GUIHorizontalSpacer + "Uninstall First", "Uninstall application before installing"), curFullReinstall);
-
- if (newUsername != curUsername ||
- newPassword != curPassword ||
- newFullReinstall != curFullReinstall)
- {
- BuildDeployPrefs.DeviceUser = newUsername;
- BuildDeployPrefs.DevicePassword = newPassword;
- BuildDeployPrefs.FullReinstall = newFullReinstall;
- }
-
- // Build list (with install buttons)
- if (builds.Count == 0)
- {
- GUILayout.Label(GUIHorizontalSpacer + "*** No builds found in build directory", EditorStyles.boldLabel);
- }
- else
- {
- GUILayout.BeginVertical();
- scrollPosition = GUILayout.BeginScrollView(scrollPosition, GUILayout.Width(buttonWidth_Full), GUILayout.Height(128));
-
- foreach (var fullBuildLocation in builds)
- {
- int lastBackslashIndex = fullBuildLocation.LastIndexOf("\\", StringComparison.Ordinal);
-
- var directoryDate = Directory.GetLastWriteTime(fullBuildLocation).ToString("yyyy/MM/dd HH:mm:ss");
- string packageName = fullBuildLocation.Substring(lastBackslashIndex + 1);
-
- EditorGUILayout.BeginHorizontal();
- GUILayout.Space(GUISectionOffset + 15);
-
- GUI.enabled = (!locatorIsSearching && locatorHasData || HoloLensUsbConnected);
- if (GUILayout.Button("Install", GUILayout.Width(120.0f)))
- {
- string thisBuildLocation = fullBuildLocation;
- string[] ipList = ParseIPList(curTargetIps);
- EditorApplication.delayCall += () =>
- {
- InstallAppOnDevicesList(thisBuildLocation, ipList);
- };
- }
-
- GUI.enabled = true;
-
- GUILayout.Space(5);
- GUILayout.Label(packageName + " (" + directoryDate + ")");
- EditorGUILayout.EndHorizontal();
- }
- GUILayout.EndScrollView();
- GUILayout.EndVertical();
-
- EditorGUILayout.Separator();
- }
-
- GUILayout.EndVertical();
- GUILayout.Space(GUISectionOffset);
-
- // Utilities section
- GUILayout.BeginVertical();
- GUILayout.Label("Utilities");
-
- // Open AppX packages location
- using (new EditorGUILayout.HorizontalScope())
- {
- GUI.enabled = builds.Count > 0;
-
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("Open APPX Packages Location", GUILayout.Width(buttonWidth_Full)))
- {
- Process.Start("explorer.exe", "/f /open," + Path.GetFullPath(curBuildDirectory + "/" + PlayerSettings.productName + "/AppPackages"));
- }
-
- GUI.enabled = true;
- }
-
- // Open web portal
- using (new EditorGUILayout.HorizontalScope())
- {
- GUI.enabled = ShouldWebPortalBeEnabled && (!locatorIsSearching && locatorHasData || HoloLensUsbConnected);
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("Open Device Portal", GUILayout.Width(buttonWidth_Full)))
- {
- OpenWebPortalForIPs(curTargetIps);
- }
-
- GUI.enabled = true;
- }
-
- // Launch app..
- using (new EditorGUILayout.HorizontalScope())
- {
- GUI.enabled = ShouldLaunchAppBeEnabled && (!locatorIsSearching && locatorHasData || HoloLensUsbConnected);
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("Launch Application", GUILayout.Width(buttonWidth_Full)))
- {
- // If already running, kill it (button is a toggle)
- if (IsAppRunning_FirstIPCheck(PlayerSettings.productName, curTargetIps))
- {
- KillAppOnIPs(curTargetIps);
- }
- else
- {
- LaunchAppOnIPs(curTargetIps);
- }
- }
-
- GUI.enabled = true;
- }
-
- // Log file
- using (new EditorGUILayout.HorizontalScope())
- {
- string localLogPath = string.Empty;
- bool localLogExists = false;
-
- bool remoteDeviceDetected = !locatorIsSearching && locatorHasData || HoloLensUsbConnected && !string.IsNullOrEmpty(BuildDeployPrefs.TargetIPs);
- bool isLocalBuild = BuildDeployPrefs.BuildPlatform == BuildPlatformEnum.x64.ToString();
- if (!remoteDeviceDetected)
- {
- localLogPath = string.Format("%USERPROFILE%\\AppData\\Local\\Packages\\{0}\\TempState\\UnityPlayer.log", PlayerSettings.productName);
- localLogExists = File.Exists(localLogPath);
- }
-
- GUI.enabled = ShouldLogViewBeEnabled && (remoteDeviceDetected || isLocalBuild && localLogExists);
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("View Log File", GUILayout.Width(buttonWidth_Full)))
- {
- if (remoteDeviceDetected)
- {
- OpenLogFileForIPs(curTargetIps);
- }
- else
- {
- Process.Start(localLogPath);
- }
- }
-
- GUI.enabled = true;
- }
-
- // Uninstall...
- using (new EditorGUILayout.HorizontalScope())
- {
- GUI.enabled = ShouldLogViewBeEnabled && (!locatorIsSearching && locatorHasData || HoloLensUsbConnected);
- GUILayout.FlexibleSpace();
-
- if (GUILayout.Button("Uninstall Application", GUILayout.Width(buttonWidth_Full)))
- {
- EditorApplication.delayCall += () =>
- {
- UninstallAppOnDevicesList(ParseIPList(curTargetIps));
- };
- }
-
- GUI.enabled = true;
- }
-
- //GUILayout.EndScrollView();
- GUILayout.EndVertical();
- }
-
- private void BuildAll(bool install = true)
- {
- // First build SLN
- if (!BuildDeployTools.BuildSLN(BuildDeployPrefs.BuildDirectory, false))
- {
- return;
- }
-
- // Next, APPX
- if (!BuildDeployTools.BuildAppxFromSLN(
- PlayerSettings.productName,
- BuildDeployPrefs.MsBuildVersion,
- BuildDeployPrefs.ForceRebuild,
- BuildDeployPrefs.BuildConfig,
- BuildDeployPrefs.BuildPlatform,
- BuildDeployPrefs.BuildDirectory,
- BuildDeployPrefs.IncrementBuildVersion,
- showDialog: !install))
- {
- return;
- }
-
- // Next, Install
- if (install)
- {
- string fullBuildLocation = CalcMostRecentBuild();
- string[] ipList = ParseIPList(BuildDeployPrefs.TargetIPs);
- InstallAppOnDevicesList(fullBuildLocation, ipList);
- }
- }
-
- private string CalcMostRecentBuild()
- {
- UpdateBuilds();
- DateTime mostRecent = DateTime.MinValue;
- string mostRecentBuild = "";
-
- foreach (var fullBuildLocation in builds)
- {
- DateTime directoryDate = Directory.GetLastWriteTime(fullBuildLocation);
-
- if (directoryDate > mostRecent)
- {
- mostRecentBuild = fullBuildLocation;
- mostRecent = directoryDate;
- }
- }
-
- return mostRecentBuild;
- }
-
- private string CalcPackageFamilyName()
- {
- // Find the manifest
- string[] manifests = Directory.GetFiles(BuildDeployPrefs.AbsoluteBuildDirectory, "Package.appxmanifest", SearchOption.AllDirectories);
-
- if (manifests.Length == 0)
- {
- Debug.LogError("Unable to find manifest file for build (in path - " + BuildDeployPrefs.AbsoluteBuildDirectory + ")");
- return "";
- }
-
- string manifest = manifests[0];
-
- // Parse it
- using (var reader = new XmlTextReader(manifest))
- {
- while (reader.Read())
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (reader.Name.Equals("identity", StringComparison.OrdinalIgnoreCase))
- {
- while (reader.MoveToNextAttribute())
- {
- if (reader.Name.Equals("name", StringComparison.OrdinalIgnoreCase))
- {
- return reader.Value;
- }
- }
- }
-
- break;
- }
- }
- }
-
- Debug.LogError("Unable to find PackageFamilyName in manifest file (" + manifest + ")");
- return string.Empty;
- }
-
- private void InstallAppOnDevicesList(string buildPath, string[] targetList)
- {
- string packageFamilyName = CalcPackageFamilyName();
-
- if (string.IsNullOrEmpty(packageFamilyName))
- {
- return;
- }
-
- for (int i = 0; i < targetList.Length; i++)
- {
- try
- {
- bool completedUninstall = false;
- string ip = FinalizeIP(targetList[i]);
- if (BuildDeployPrefs.FullReinstall &&
- BuildDeployPortal.IsAppInstalled(packageFamilyName, new BuildDeployPortal.ConnectInfo(ip, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword)))
- {
- EditorUtility.DisplayProgressBar("Installing on devices", "Uninstall (" + ip + ")", i / (float)targetList.Length);
- if (!UninstallApp(packageFamilyName, ip))
- {
- Debug.LogError("Uninstall failed - skipping install (" + ip + ")");
- continue;
- }
-
- completedUninstall = true;
- }
-
- EditorUtility.DisplayProgressBar("Installing on devices", "Install (" + ip + ")", (i + (completedUninstall ? 0.5f : 0.0f)) / targetList.Length);
- InstallApp(buildPath, ip);
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- }
- }
- EditorUtility.ClearProgressBar();
- }
-
- private static bool InstallApp(string buildPath, string targetDevice)
- {
- // Get the appx path
- FileInfo[] files = new DirectoryInfo(buildPath).GetFiles("*.appx");
- files = files.Length == 0 ? new DirectoryInfo(buildPath).GetFiles("*.appxbundle") : files;
-
- if (files.Length == 0)
- {
- Debug.LogError("No APPX found in folder build folder (" + buildPath + ")");
- return false;
- }
-
- // Connection info
- var connectInfo = new BuildDeployPortal.ConnectInfo(targetDevice, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword);
-
- // Kick off the install
- Debug.Log("Installing build on: " + targetDevice);
- return BuildDeployPortal.InstallApp(files[0].FullName, connectInfo);
- }
-
- private void UninstallAppOnDevicesList(string[] targetList)
- {
- string packageFamilyName = CalcPackageFamilyName();
-
- if (string.IsNullOrEmpty(packageFamilyName))
- {
- return;
- }
-
- try
- {
- for (int i = 0; i < targetList.Length; i++)
- {
- string ip = FinalizeIP(targetList[i]);
- EditorUtility.DisplayProgressBar("Uninstalling application", "Uninstall (" + ip + ")", i / (float)targetList.Length);
- UninstallApp(packageFamilyName, ip);
- }
- }
- catch (Exception ex)
- {
- Debug.LogError(ex.ToString());
- }
-
- EditorUtility.ClearProgressBar();
- }
-
- private bool UninstallApp(string packageFamilyName, string targetDevice)
- {
- // Connection info
- var connectInfo = new BuildDeployPortal.ConnectInfo(targetDevice, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword);
-
- // Kick off the install
- Debug.Log("Uninstall build: " + targetDevice);
- return BuildDeployPortal.UninstallApp(packageFamilyName, connectInfo);
- }
-
- private void UpdateBuilds()
- {
- builds.Clear();
-
- try
- {
- var appPackageDirectories = new List();
- string[] buildList = Directory.GetDirectories(BuildDeployPrefs.AbsoluteBuildDirectory);
-
- foreach (string appBuild in buildList)
- {
- string appPackageDirectory = appBuild + @"\AppPackages";
- if (Directory.Exists(appPackageDirectory))
- {
- appPackageDirectories.AddRange(Directory.GetDirectories(appPackageDirectory));
- }
- }
-
- IEnumerable selectedDirectories =
- from string directory in appPackageDirectories
- orderby Directory.GetLastWriteTime(directory) descending
- select Path.GetFullPath(directory);
- builds.AddRange(selectedDirectories);
- }
- catch (DirectoryNotFoundException)
- {
- // unused
- }
-
- timeLastUpdatedBuilds = Time.realtimeSinceStartup;
- }
-
- private void Update()
- {
- if (Time.realtimeSinceStartup - timeLastUpdatedBuilds > UpdateBuildsPeriod)
- {
- UpdateBuilds();
- }
- }
-
- public static string[] ParseIPList(string targetIPs)
- {
- string[] ipList = { };
-
- if (string.IsNullOrEmpty(targetIPs))
- {
- return ipList;
- }
-
- string[] separators = { ";", " " };
- ipList = targetIPs.Split(separators, StringSplitOptions.RemoveEmptyEntries);
- return ipList;
- }
-
- private static string FinalizeIP(string ip)
- {
- // If it's local, add the port
- if (ip == "127.0.0.1")
- {
- ip += ":10080";
- }
-
- return ip;
- }
-
- public static void OpenWebPortalForIPs(string targetIPs)
- {
- string[] ipList = ParseIPList(targetIPs);
-
- for (int i = 0; i < ipList.Length; i++)
- {
- string url = string.Format("http://{0}", FinalizeIP(ipList[i]));
-
- // Run the process
- Process.Start(url);
- }
- }
-
- private bool IsAppRunning_FirstIPCheck(string appName, string targetIPs)
- {
- // Just pick the first one and use it...
- string[] ipList = ParseIPList(targetIPs);
-
- if (ipList.Length > 0)
- {
- string targetIP = FinalizeIP(ipList[0]);
- return BuildDeployPortal.IsAppRunning(
- appName,
- new BuildDeployPortal.ConnectInfo(targetIP, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword));
- }
-
- return false;
- }
-
- private void LaunchAppOnIPs(string targetIPs)
- {
- string packageFamilyName = CalcPackageFamilyName();
-
- if (string.IsNullOrEmpty(packageFamilyName))
- {
- return;
- }
-
- string[] ipList = ParseIPList(targetIPs);
-
- for (int i = 0; i < ipList.Length; i++)
- {
- string targetIP = FinalizeIP(ipList[i]);
- Debug.Log("Launch app on: " + targetIP);
- BuildDeployPortal.LaunchApp(
- packageFamilyName,
- new BuildDeployPortal.ConnectInfo(targetIP, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword));
- }
- }
-
- private void KillAppOnIPs(string targetIPs)
- {
- string packageFamilyName = CalcPackageFamilyName();
-
- if (string.IsNullOrEmpty(packageFamilyName))
- {
- return;
- }
-
- string[] ipList = ParseIPList(targetIPs);
-
- for (int i = 0; i < ipList.Length; i++)
- {
- string targetIP = FinalizeIP(ipList[i]);
- Debug.Log("Kill app on: " + targetIP);
- BuildDeployPortal.KillApp(
- packageFamilyName,
- new BuildDeployPortal.ConnectInfo(targetIP, BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword));
- }
- }
-
- public void OpenLogFileForIPs(string targetIPs)
- {
- string packageFamilyName = CalcPackageFamilyName();
-
- if (string.IsNullOrEmpty(packageFamilyName))
- {
- return;
- }
-
- string[] ipList = ParseIPList(targetIPs);
-
- for (int i = 0; i < ipList.Length; i++)
- {
- // Use the Device Portal REST API
- BuildDeployPortal.DeviceLogFile_View(
- packageFamilyName,
- new BuildDeployPortal.ConnectInfo(FinalizeIP(ipList[i]), BuildDeployPrefs.DeviceUser, BuildDeployPrefs.DevicePassword));
- }
- }
-
- #endregion // Methods
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs.meta
deleted file mode 100644
index 07864ba..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildDeployWindow.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 6d8b4a3eedcdf774bbc71cc2a08da79f
-timeCreated: 1466615027
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs
deleted file mode 100644
index 613c08a..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs
+++ /dev/null
@@ -1,100 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System;
-using System.Collections.Generic;
-using System.Linq;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity
-{
- public class BuildInfo
- {
- public string OutputDirectory { get; set; }
-
- public IEnumerable Scenes { get; set; }
-
- public IEnumerable CopyDirectories { get; set; }
-
- public Action PreBuildAction { get; set; }
-
- public Action PostBuildAction { get; set; }
-
- public BuildOptions BuildOptions { get; set; }
-
- public BuildTarget BuildTarget { get; set; }
-
- public WSASDK? WSASdk { get; set; }
-
- public string WSAUwpSdk { get; set; }
-
- public WSAUWPBuildType? WSAUWPBuildType { get; set; }
-
- public bool? WSAGenerateReferenceProjects { get; set; }
-
- public ColorSpace? ColorSpace { get; set; }
-
- public bool IsCommandLine { get; set; }
-
- public string BuildSymbols { get; private set; }
-
- public BuildInfo()
- {
- BuildSymbols = string.Empty;
- }
-
- public void AppendSymbols(params string[] symbol)
- {
- AppendSymbols((IEnumerable)symbol);
- }
-
- public void AppendSymbols(IEnumerable symbols)
- {
- string[] toAdd = symbols.Except(BuildSymbols.Split(';'))
- .Where(sym => !string.IsNullOrEmpty(sym)).ToArray();
-
- if (!toAdd.Any())
- {
- return;
- }
-
- if (!string.IsNullOrEmpty(BuildSymbols))
- {
- BuildSymbols += ";";
- }
-
- BuildSymbols += string.Join(";", toAdd);
- }
-
- public bool HasAnySymbols(params string[] symbols)
- {
- return BuildSymbols.Split(';').Intersect(symbols).Any();
- }
-
- public bool HasConfigurationSymbol()
- {
- return HasAnySymbols(
- BuildSLNUtilities.BuildSymbolDebug,
- BuildSLNUtilities.BuildSymbolRelease,
- BuildSLNUtilities.BuildSymbolMaster);
- }
-
- public static IEnumerable RemoveConfigurationSymbols(string symbolstring)
- {
- return symbolstring.Split(';').Except(new[]
- {
- BuildSLNUtilities.BuildSymbolDebug,
- BuildSLNUtilities.BuildSymbolRelease,
- BuildSLNUtilities.BuildSymbolMaster
- });
- }
-
- public bool HasAnySymbols(IEnumerable symbols)
- {
- return BuildSymbols.Split(';').Intersect(symbols).Any();
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs.meta
deleted file mode 100644
index c0b97f2..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildInfo.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 8641cc4d0d7648aca3b48f7d2302a094
-timeCreated: 1497140920
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs
deleted file mode 100644
index be7f5ec..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs
+++ /dev/null
@@ -1,508 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using System.Collections.Generic;
-using System.Globalization;
-using System.IO;
-using System.Linq;
-using System.Reflection;
-using System.Xml;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity
-{
- ///
- /// Class containing various utility methods to build a WSA solution from a Unity project.
- ///
- public static class BuildSLNUtilities
- {
- ///
- /// A method capable of configuring settings.
- ///
- /// The settings to configure.
- public delegate void BuildInfoConfigurationMethod(ref BuildInfo toConfigure);
-
- ///
- /// Add a handler to this event to override defaults before a build.
- ///
- ///
- public static event BuildInfoConfigurationMethod OverrideBuildDefaults;
-
- ///
- /// Call this method to give other code an opportunity to override defaults.
- ///
- /// >The settings to configure.
- ///
- public static void RaiseOverrideBuildDefaults(ref BuildInfo toConfigure)
- {
- if (OverrideBuildDefaults != null)
- {
- OverrideBuildDefaults(ref toConfigure);
- }
- }
-
- // Build configurations. Exactly one of these should be defined for any given build.
- public const string BuildSymbolDebug = "DEBUG";
- public const string BuildSymbolRelease = "RELEASE";
- public const string BuildSymbolMaster = "MASTER";
-
- ///
- /// Event triggered when a build starts.
- ///
- public static event Action BuildStarted;
-
- ///
- /// Event triggered when a build completes.
- ///
- public static event Action BuildCompleted;
-
- public static void PerformBuild(BuildInfo buildInfo)
- {
- BuildTargetGroup buildTargetGroup = GetGroup(buildInfo.BuildTarget);
- string oldBuildSymbols = PlayerSettings.GetScriptingDefineSymbolsForGroup(buildTargetGroup);
- if (!string.IsNullOrEmpty(oldBuildSymbols))
- {
- if (buildInfo.HasConfigurationSymbol())
- {
- buildInfo.AppendSymbols(BuildInfo.RemoveConfigurationSymbols(oldBuildSymbols));
- }
- else
- {
- buildInfo.AppendSymbols(oldBuildSymbols.Split(';'));
- }
- }
-
- if ((buildInfo.BuildOptions & BuildOptions.Development) == BuildOptions.Development)
- {
- if (!buildInfo.HasConfigurationSymbol())
- {
- buildInfo.AppendSymbols(BuildSymbolDebug);
- }
- }
-
- if (buildInfo.HasAnySymbols(BuildSymbolDebug))
- {
- buildInfo.BuildOptions |= BuildOptions.Development | BuildOptions.AllowDebugging;
- }
-
- if (buildInfo.HasAnySymbols(BuildSymbolRelease))
- {
- //Unity automatically adds the DEBUG symbol if the BuildOptions.Development flag is
- //specified. In order to have debug symbols and the RELEASE symbols we have to
- //inject the symbol Unity relies on to enable the /debug+ flag of csc.exe which is "DEVELOPMENT_BUILD"
- buildInfo.AppendSymbols("DEVELOPMENT_BUILD");
- }
-
- BuildTarget oldBuildTarget = EditorUserBuildSettings.activeBuildTarget;
- BuildTargetGroup oldBuildTargetGroup = GetGroup(oldBuildTarget);
-
- EditorUserBuildSettings.SwitchActiveBuildTarget(buildTargetGroup, buildInfo.BuildTarget);
-
- WSAUWPBuildType? oldWSAUWPBuildType = EditorUserBuildSettings.wsaUWPBuildType;
-
- if (buildInfo.WSAUWPBuildType.HasValue)
- {
- EditorUserBuildSettings.wsaUWPBuildType = buildInfo.WSAUWPBuildType.Value;
- }
-
- var oldWSAGenerateReferenceProjects = EditorUserBuildSettings.wsaGenerateReferenceProjects;
-
- if (buildInfo.WSAGenerateReferenceProjects.HasValue)
- {
- EditorUserBuildSettings.wsaGenerateReferenceProjects = buildInfo.WSAGenerateReferenceProjects.Value;
- }
-
- var oldColorSpace = PlayerSettings.colorSpace;
-
- if (buildInfo.ColorSpace.HasValue)
- {
- PlayerSettings.colorSpace = buildInfo.ColorSpace.Value;
- }
-
- if (buildInfo.BuildSymbols != null)
- {
- PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, buildInfo.BuildSymbols);
- }
-
- string buildError = "Error";
- try
- {
- VerifyWsaUwpSdkIsInstalled(EditorUserBuildSettings.wsaUWPSDK);
-
- // For the WSA player, Unity builds into a target directory.
- // For other players, the OutputPath parameter indicates the
- // path to the target executable to build.
- if (buildInfo.BuildTarget == BuildTarget.WSAPlayer)
- {
- Directory.CreateDirectory(buildInfo.OutputDirectory);
- }
-
- OnPreProcessBuild(buildInfo);
- buildError = BuildPipeline.BuildPlayer(
- buildInfo.Scenes.ToArray(),
- buildInfo.OutputDirectory,
- buildInfo.BuildTarget,
- buildInfo.BuildOptions);
-
- if (buildError.StartsWith("Error"))
- {
- throw new Exception(buildError);
- }
- }
- finally
- {
- OnPostProcessBuild(buildInfo, buildError);
-
- if (buildInfo.BuildTarget == BuildTarget.WSAPlayer && EditorUserBuildSettings.wsaGenerateReferenceProjects)
- {
- UwpProjectPostProcess.Execute(buildInfo.OutputDirectory);
- }
-
- PlayerSettings.colorSpace = oldColorSpace;
- PlayerSettings.SetScriptingDefineSymbolsForGroup(buildTargetGroup, oldBuildSymbols);
-
- if (oldWSAUWPBuildType.HasValue)
- {
- EditorUserBuildSettings.wsaUWPBuildType = oldWSAUWPBuildType.Value;
- }
-
- EditorUserBuildSettings.wsaGenerateReferenceProjects = oldWSAGenerateReferenceProjects;
-
- EditorUserBuildSettings.SwitchActiveBuildTarget(oldBuildTargetGroup, oldBuildTarget);
- }
- }
-
- private static void VerifyWsaUwpSdkIsInstalled(string wsaUwpSdk)
- {
- if (string.IsNullOrEmpty(wsaUwpSdk))
- {
- // Unity uses a null or empty string to mean "use the latest sdk that's installed", so we don't need to
- // verify any particular version.
- return;
- }
-
- IEnumerable uwpSdksAvailable;
- try
- {
- // In order to get the same list of SDKs that the Unity build settings "UWP SDK" box has, we call into an
- // internal Unity function. If Unity changes how its internals work, we'll need to update this code.
- Type uwpReferencesType = typeof(Editor).Assembly.GetType("UnityEditor.Scripting.Compilers.UWPReferences", throwOnError: false);
-
- MethodInfo uwpReferencesMethod = uwpReferencesType == null
- ? null
- : uwpReferencesType.GetMethod("GetInstalledSDKVersions");
-
- uwpSdksAvailable = uwpReferencesMethod == null
- ? null
- : uwpReferencesMethod.Invoke(null, null) as IEnumerable;
- }
- catch
- {
- uwpSdksAvailable = null;
- }
-
- if (uwpSdksAvailable == null)
- {
- Debug.LogWarningFormat("Couldn't verify that UWP SDK \"{0}\" is installed. You better make sure it's installed"
- + " and available in your Unity Build settings menu, or you may get unexpected build breaks or runtime"
- + " behavior.",
- wsaUwpSdk
- );
- }
- else if (!uwpSdksAvailable.Select(version => version.ToString()).Contains(wsaUwpSdk))
- {
- throw new Exception(string.Format("UWP SDK \"{0}\" is not installed. Please install it and try building again. If"
- + " you really want to build without that SDK, build directly from Unity's Build settings menu instead.",
- wsaUwpSdk
- ));
- }
-
- // The SDK is verified installed. All is right with the world!
- }
-
- public static void ParseBuildCommandLine(ref BuildInfo buildInfo)
- {
- string[] arguments = Environment.GetCommandLineArgs();
-
- buildInfo.IsCommandLine = true;
-
- for (int i = 0; i < arguments.Length; ++i)
- {
- // Can't use -buildTarget which is something Unity already takes as an argument for something.
- if (string.Equals(arguments[i], "-duskBuildTarget", StringComparison.InvariantCultureIgnoreCase))
- {
- buildInfo.BuildTarget = (BuildTarget)Enum.Parse(typeof(BuildTarget), arguments[++i]);
- }
- else if (string.Equals(arguments[i], "-wsaSDK", StringComparison.InvariantCultureIgnoreCase))
- {
- string wsaSdkArg = arguments[++i];
-
- buildInfo.WSASdk = (WSASDK)Enum.Parse(typeof(WSASDK), wsaSdkArg);
- }
- else if (string.Equals(arguments[i], "-wsaUwpSdk", StringComparison.InvariantCultureIgnoreCase))
- {
- buildInfo.WSAUwpSdk = arguments[++i];
- }
- else if (string.Equals(arguments[i], "-wsaUWPBuildType", StringComparison.InvariantCultureIgnoreCase))
- {
- buildInfo.WSAUWPBuildType = (WSAUWPBuildType)Enum.Parse(typeof(WSAUWPBuildType), arguments[++i]);
- }
- else if (string.Equals(arguments[i], "-wsaGenerateReferenceProjects", StringComparison.InvariantCultureIgnoreCase))
- {
- buildInfo.WSAGenerateReferenceProjects = bool.Parse(arguments[++i]);
- }
- else if (string.Equals(arguments[i], "-buildOutput", StringComparison.InvariantCultureIgnoreCase))
- {
- buildInfo.OutputDirectory = arguments[++i];
- }
- else if (string.Equals(arguments[i], "-buildDesc", StringComparison.InvariantCultureIgnoreCase))
- {
- ParseBuildDescriptionFile(arguments[++i], ref buildInfo);
- }
- else if (string.Equals(arguments[i], "-unityBuildSymbols", StringComparison.InvariantCultureIgnoreCase))
- {
- string newBuildSymbols = arguments[++i];
- buildInfo.AppendSymbols(newBuildSymbols.Split(new[] { ';' }, StringSplitOptions.RemoveEmptyEntries));
- }
- }
- }
-
- public static void PerformBuild_CommandLine()
- {
- var buildInfo = new BuildInfo
- {
- // Use scenes from the editor build settings.
- Scenes = EditorBuildSettings.scenes.Where(scene => scene.enabled).Select(scene => scene.path),
-
- // Configure a post build action to throw appropriate error code.
- PostBuildAction = (innerBuildInfo, buildError) =>
- {
- if (!string.IsNullOrEmpty(buildError))
- {
- EditorApplication.Exit(1);
- }
- }
- };
-
- RaiseOverrideBuildDefaults(ref buildInfo);
-
- ParseBuildCommandLine(ref buildInfo);
-
- PerformBuild(buildInfo);
- }
-
- public static void ParseBuildDescriptionFile(string filename, ref BuildInfo buildInfo)
- {
- Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Using \"{0}\" as build description", filename));
-
- // Parse the XML file
- var reader = new XmlTextReader(filename);
-
- while (reader.Read())
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
- {
- // Set the scenes we want to build
- buildInfo.Scenes = ReadSceneList(reader);
- }
- else if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
- {
- // Set the directories we want to copy
- buildInfo.CopyDirectories = ReadCopyList(reader);
- }
- break;
- }
- }
- }
-
- private static BuildTargetGroup GetGroup(BuildTarget buildTarget)
- {
- switch (buildTarget)
- {
- case BuildTarget.WSAPlayer:
- return BuildTargetGroup.WSA;
- case BuildTarget.StandaloneWindows:
- case BuildTarget.StandaloneWindows64:
- return BuildTargetGroup.Standalone;
- default:
- return BuildTargetGroup.Unknown;
- }
- }
-
- private static IEnumerable ReadSceneList(XmlTextReader reader)
- {
- var result = new List();
- while (reader.Read())
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (string.Equals(reader.Name, "Scene", StringComparison.InvariantCultureIgnoreCase))
- {
- while (reader.MoveToNextAttribute())
- {
- if (string.Equals(reader.Name, "Name", StringComparison.InvariantCultureIgnoreCase))
- {
- result.Add(reader.Value);
- Debug.Log(string.Format(CultureInfo.InvariantCulture, "Build: Adding scene \"{0}\"", reader.Value));
- }
- }
- }
- break;
-
- case XmlNodeType.EndElement:
- if (string.Equals(reader.Name, "SceneList", StringComparison.InvariantCultureIgnoreCase))
- {
- return result;
- }
- break;
- }
- }
-
- return result;
- }
-
- private static IEnumerable ReadCopyList(XmlTextReader reader)
- {
- var result = new List();
- while (reader.Read())
- {
- switch (reader.NodeType)
- {
- case XmlNodeType.Element:
- if (string.Equals(reader.Name, "Copy", StringComparison.InvariantCultureIgnoreCase))
- {
- string source = null;
- string dest = null;
- string filter = null;
- bool recursive = false;
-
- while (reader.MoveToNextAttribute())
- {
- if (string.Equals(reader.Name, "Source", StringComparison.InvariantCultureIgnoreCase))
- {
- source = reader.Value;
- }
- else if (string.Equals(reader.Name, "Destination", StringComparison.InvariantCultureIgnoreCase))
- {
- dest = reader.Value;
- }
- else if (string.Equals(reader.Name, "Recursive", StringComparison.InvariantCultureIgnoreCase))
- {
- recursive = Convert.ToBoolean(reader.Value);
- }
- else if (string.Equals(reader.Name, "Filter", StringComparison.InvariantCultureIgnoreCase))
- {
- filter = reader.Value;
- }
- }
-
- if (source != null)
- {
- // Either the file specifies the Destination as well, or else CopyDirectory will use Source for Destination
- var info = new CopyDirectoryInfo { Source = source };
-
- if (dest != null)
- {
- info.Destination = dest;
- }
-
- if (filter != null)
- {
- info.Filter = filter;
- }
-
- info.Recursive = recursive;
-
- Debug.Log(string.Format(CultureInfo.InvariantCulture, @"Build: Adding {0}copy ""{1}\{2}"" => ""{3}""", info.Recursive ? "Recursive " : "", info.Source, info.Filter, info.Destination ?? info.Source));
-
- result.Add(info);
- }
- }
- break;
-
- case XmlNodeType.EndElement:
- if (string.Equals(reader.Name, "CopyList", StringComparison.InvariantCultureIgnoreCase))
- return result;
- break;
- }
- }
-
- return result;
- }
-
- public static void CopyDirectory(string sourceDirectoryPath, string destinationDirectoryPath, CopyDirectoryInfo directoryInfo)
- {
- sourceDirectoryPath = Path.Combine(sourceDirectoryPath, directoryInfo.Source);
- destinationDirectoryPath = Path.Combine(destinationDirectoryPath, directoryInfo.Destination ?? directoryInfo.Source);
-
- Debug.Log(string.Format(CultureInfo.InvariantCulture, @"{0} ""{1}\{2}"" to ""{3}""", directoryInfo.Recursive ? "Recursively copying" : "Copying", sourceDirectoryPath, directoryInfo.Filter, destinationDirectoryPath));
-
- foreach (string sourceFilePath in Directory.GetFiles(sourceDirectoryPath, directoryInfo.Filter, directoryInfo.Recursive ? SearchOption.AllDirectories : SearchOption.TopDirectoryOnly))
- {
- string destinationFilePath = sourceFilePath.Replace(sourceDirectoryPath, destinationDirectoryPath);
- try
- {
- Directory.CreateDirectory(Path.GetDirectoryName(destinationFilePath));
- if (File.Exists(destinationFilePath))
- {
- File.SetAttributes(destinationFilePath, FileAttributes.Normal);
- }
- File.Copy(sourceFilePath, destinationFilePath, true);
- File.SetAttributes(destinationFilePath, FileAttributes.Normal);
- }
- catch (Exception exception)
- {
- Debug.LogError(string.Format(CultureInfo.InvariantCulture, "Failed to copy \"{0}\" to \"{1}\" with \"{2}\"", sourceFilePath, destinationFilePath, exception));
- }
- }
- }
-
- private static void OnPreProcessBuild(BuildInfo buildInfo)
- {
- // Raise the global event for listeners
- BuildStarted.RaiseEvent(buildInfo);
-
- // Call the pre-build action, if any
- if (buildInfo.PreBuildAction != null)
- {
- buildInfo.PreBuildAction(buildInfo);
- }
- }
-
- private static void OnPostProcessBuild(BuildInfo buildInfo, string buildError)
- {
- if (string.IsNullOrEmpty(buildError))
- {
- if (buildInfo.CopyDirectories != null)
- {
- string inputProjectDirectoryPath = GetProjectPath();
- string outputProjectDirectoryPath = Path.Combine(GetProjectPath(), buildInfo.OutputDirectory);
- foreach (var directory in buildInfo.CopyDirectories)
- {
- CopyDirectory(inputProjectDirectoryPath, outputProjectDirectoryPath, directory);
- }
- }
- }
-
- // Raise the global event for listeners
- BuildCompleted.RaiseEvent(buildInfo, buildError);
-
- // Call the post-build action, if any
- if (buildInfo.PostBuildAction != null)
- {
- buildInfo.PostBuildAction(buildInfo, buildError);
- }
- }
-
- public static string GetProjectPath()
- {
- return Path.GetDirectoryName(Path.GetFullPath(Application.dataPath));
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs.meta
deleted file mode 100644
index d8ccbe5..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/BuildSLNUtilities.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: b404a9703a0c1784b9c8f2de897cae3b
-timeCreated: 1466615028
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs
deleted file mode 100644
index 088ab8f..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs
+++ /dev/null
@@ -1,118 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity
-{
- public class CertificatePasswordWindow : EditorWindow
- {
- private static readonly GUILayoutOption LabelWidth = GUILayout.Width(110f);
-
- private static readonly GUILayoutOption ButtonWidth = GUILayout.Width(110f);
-
- private string path;
-
- private string password;
-
- private GUIContent message;
-
- private GUIStyle messageStyle;
-
- private string focus;
-
- public static void Show(string path)
- {
- CertificatePasswordWindow[] array = (CertificatePasswordWindow[])Resources.FindObjectsOfTypeAll(typeof(CertificatePasswordWindow));
- CertificatePasswordWindow certificatePasswordWindow = (array.Length <= 0) ? CreateInstance() : array[0];
- path = path.Replace("\\", "/");
- certificatePasswordWindow.path = path.Substring(path.LastIndexOf("Assets/", StringComparison.Ordinal));
- certificatePasswordWindow.password = string.Empty;
- certificatePasswordWindow.message = GUIContent.none;
- certificatePasswordWindow.messageStyle = new GUIStyle(GUI.skin.label);
- certificatePasswordWindow.messageStyle.fontStyle = FontStyle.Italic;
- certificatePasswordWindow.focus = "password";
- if (array.Length > 0)
- {
- certificatePasswordWindow.Focus();
- }
- else
- {
- certificatePasswordWindow.titleContent = new GUIContent("Enter Windows Store Certificate Password");
- certificatePasswordWindow.position = new Rect(100f, 100f, 350f, 90f);
- certificatePasswordWindow.minSize = new Vector2(certificatePasswordWindow.position.width, certificatePasswordWindow.position.height);
- certificatePasswordWindow.maxSize = certificatePasswordWindow.minSize;
- certificatePasswordWindow.ShowUtility();
- }
- }
-
- public void OnGUI()
- {
- Event current = Event.current;
- bool flag = false;
- bool flag2 = false;
-
- if (current.type == EventType.KeyDown)
- {
- flag = (current.keyCode == KeyCode.Escape);
- flag2 = (current.keyCode == KeyCode.Return || current.keyCode == KeyCode.KeypadEnter);
- }
-
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Space(10f);
- using (new EditorGUILayout.VerticalScope())
- {
- GUILayout.FlexibleSpace();
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Label(new GUIContent("Password|Certificate password."), LabelWidth);
- GUI.SetNextControlName("password");
- password = GUILayout.PasswordField(password, '●');
- }
- GUILayout.Space(10f);
- using (new EditorGUILayout.HorizontalScope())
- {
- GUILayout.Label(message, messageStyle);
- GUILayout.FlexibleSpace();
- if (GUILayout.Button(new GUIContent("Ok"), ButtonWidth) || flag2)
- {
- message = GUIContent.none;
- try
- {
- if (PlayerSettings.WSA.SetCertificate(path, password))
- {
- flag = true;
- }
- else
- {
- message = new GUIContent("Invalid password.");
- }
- }
- catch (UnityException ex)
- {
- Debug.LogError(ex.Message);
- }
- }
- }
- GUILayout.FlexibleSpace();
- }
- GUILayout.Space(10f);
- }
-
- if (flag)
- {
- Close();
- }
- else if (focus != null)
- {
- EditorGUI.FocusTextInControl(focus);
- focus = null;
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs.meta
deleted file mode 100644
index 635f433..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CertificatePasswordWindow.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 0ff5d5ee9ce34c18a0df4ea5495be19b
-timeCreated: 1497159260
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs
deleted file mode 100644
index 3d170d4..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs
+++ /dev/null
@@ -1,23 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-namespace HoloToolkit.Unity
-{
- public class CopyDirectoryInfo
- {
- public string Source { get; set; }
- public string Destination { get; set; }
- public string Filter { get; set; }
- public bool Recursive { get; set; }
-
- public CopyDirectoryInfo()
- {
- Source = null;
- Destination = null;
- Filter = "*";
- Recursive = false;
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs.meta
deleted file mode 100644
index 5d2d18c..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/CopyDirectoryInfo.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 23511800bce94604830cfd49251a3746
-timeCreated: 1497140939
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs
deleted file mode 100644
index fd8367b..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs
+++ /dev/null
@@ -1,21 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-namespace HoloToolkit.Unity
-{
- ///
- /// Implements functionality for building HoloLens applications
- ///
- public static class HoloToolkitCommands
- {
- ///
- /// Do a build configured for the HoloLens, returns the error from BuildPipeline.BuildPlayer
- ///
- public static bool BuildSLN()
- {
- return BuildDeployTools.BuildSLN(BuildDeployPrefs.BuildDirectory, false);
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs.meta
deleted file mode 100644
index d407d7d..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/HoloToolkitCommands.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 85636330e25a7ac4c81b19530c5b8282
-timeCreated: 1464366824
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs
deleted file mode 100644
index 73f9ab1..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System.Collections.Generic;
-using System.IO;
-using System.Linq;
-using System.Text.RegularExpressions;
-using System.Xml;
-
-namespace HoloToolkit.Unity
-{
- ///
- /// This class is designed to post process the UWP Assembly-CSharp projects to ensure that the defaults and defines are set correctly.
- ///
- public static class UwpProjectPostProcess
- {
- private static readonly Regex PlatformRegex = new Regex(@"'\$\(Configuration\)\|\$\(Platform\)' == '(?.*)\|(?.*)'");
-
- ///
- /// Executes the Post Processes on the C# Projects generated as part of the UWP build.
- ///
- /// The root path of the UWP build output.
- public static void Execute(string buildRootPath)
- {
- UpdateProjectFile(Path.Combine(buildRootPath, @"GeneratedProjects\UWP\Assembly-CSharp\Assembly-CSharp.csproj"));
- UpdateProjectFile(Path.Combine(buildRootPath, @"GeneratedProjects\UWP\Assembly-CSharp-firstpass\Assembly-CSharp-firstpass.csproj"));
- }
-
- ///
- /// Updates the project file to ensure that certain requirements are met.
- ///
- /// The filename of the project to update.
- /// This is manually parsing the Unity generated MSBuild projects, which means it will be fragile to changes.
- private static void UpdateProjectFile(string filename)
- {
- //UnityEngine.Debug.LogFormat("Update Project File: {0}", filename);
-
- if (!File.Exists(filename))
- {
- UnityEngine.Debug.LogWarningFormat("Unable to find file \"{0}\", double check that the build succeeded and that the C# Projects are set to be generated.", filename);
- return;
- }
-
- var projectDocument = new XmlDocument();
- projectDocument.Load(filename);
-
- if (projectDocument.DocumentElement == null)
- {
- UnityEngine.Debug.LogWarningFormat("Unable to load file \"{0}\", double check that the build succeeded and that the C# Projects are set to be generated.", filename);
- return;
- }
-
- if (projectDocument.DocumentElement.Name != "Project")
- {
- UnityEngine.Debug.LogWarningFormat("The loaded project \"{0}\", does not appear to be a MSBuild Project file.", filename);
- return;
- }
-
- foreach (XmlNode node in projectDocument.DocumentElement.ChildNodes)
- {
- // Everything we are looking for is inside a PropertyGroup...
- if (node.Name != "PropertyGroup" || node.Attributes == null) { continue; }
-
- if (node.Attributes.Count == 0 && node["Configuration"] != null && node["Platform"] != null)
- {
- // Update the defaults to Release and x86 so that we can run NuGet restore.
- node["Configuration"].InnerText = "Release";
- node["Platform"].InnerText = "x86";
- }
- else if (node.Attributes["Condition"] != null)
- {
- // Update the DefineConstants to include the configuration allowing us to conditionally compile code based on the configuration.
- Match match = PlatformRegex.Match(node.Attributes["Condition"].InnerText);
-
- if (match.Success)
- {
- UpdateDefineConstants(node["DefineConstants"], match.Groups["Configuration"].Value, match.Groups["Platform"].Value);
- }
- }
- }
-
- WriteXmlDocumentToFile(projectDocument, filename);
- }
-
- private static void UpdateDefineConstants(XmlElement defineConstants, string configuration, string platform)
- {
- if (defineConstants == null)
- {
- return;
- }
-
- IEnumerable symbols = defineConstants.InnerText.Split(';').Except(new[]
- {
- string.Empty,
- BuildSLNUtilities.BuildSymbolDebug,
- BuildSLNUtilities.BuildSymbolRelease,
- BuildSLNUtilities.BuildSymbolMaster
- }).Union(new[] { configuration.ToUpperInvariant() });
-
- defineConstants.InnerText = string.Join(";", symbols.ToArray());
- //UnityEngine.Debug.LogFormat("Updating defines for Configuration|Platform: {0}|{1} => {2}", configuration, platform, defineConstants.InnerText);
- }
-
- private static void WriteXmlDocumentToFile(XmlDocument document, string fullPath)
- {
- FileStream fileStream = null;
- try
- {
- fileStream = File.Open(fullPath, FileMode.Create);
-
- var settings = new XmlWriterSettings
- {
- Indent = true,
- CloseOutput = true
- };
-
- using (XmlWriter writer = XmlWriter.Create(fileStream, settings))
- {
- fileStream = null;
- document.WriteTo(writer);
- }
- }
- finally
- {
- if (fileStream != null)
- {
- fileStream.Dispose();
- }
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs.meta
deleted file mode 100644
index a6306a7..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/UwpProjectPostProcess.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
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\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs
deleted file mode 100644
index da0a518..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs
+++ /dev/null
@@ -1,159 +0,0 @@
-//
-// Copyright (c) Microsoft Corporation
-// Copyright (c) Rafael Rivera
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-//
-
-using System;
-using System.Linq;
-using System.Net;
-using System.Net.NetworkInformation;
-using System.Net.Sockets;
-using System.Runtime.InteropServices;
-using System.Threading;
-
-namespace HoloToolkit.Unity
-{
- public static class XdeGuestLocator
- {
- [StructLayout(LayoutKind.Sequential, Pack = 4)]
- struct XdePeerHostIdentifier
- {
- public Guid GuestDiscoveryGUID;
- [MarshalAs(UnmanagedType.ByValArray, SizeConst = 6)]
- public byte[] GuestMACAddress;
- public int PeerDiscoveryPort;
- }
-
- [StructLayout(LayoutKind.Sequential, Pack = 4)]
- struct XdePeerGuestIdentifier
- {
- public Guid GuestDiscoveryGUID;
- public int GuestTcpPort;
- public int GuestSvcVersion;
- }
-
- public static bool IsSearching { get; private set; }
- public static bool HasData { get; private set; }
- public static IPAddress GuestIpAddress { get; private set; }
-
- static XdeGuestLocator()
- {
- HasData = false;
- IsSearching = false;
- }
-
- public static void FindGuestAddressAsync()
- {
- if (IsSearching)
- return;
-
- ThreadPool.QueueUserWorkItem((_) =>
- {
- IsSearching = true;
- HasData = false;
- GuestIpAddress = IPAddress.None;
-
- UnicastIPAddressInformation internalSwitchAddressInfo = null;
- try
- {
- internalSwitchAddressInfo = GetInternalSwitchAddressInfo();
- }
- catch (Exception)
- {
- UnityEngine.Debug.LogError("Failed to locate internal switch adapter");
- }
-
- if (internalSwitchAddressInfo != null)
- {
- using (var socket = new Socket(AddressFamily.InterNetwork, SocketType.Dgram, ProtocolType.Udp))
- {
- try
- {
- // Bind to next available UDP port for a listen operation
- socket.Blocking = true;
- socket.ReceiveTimeout = (int)TimeSpan.FromSeconds(5).TotalMilliseconds;
-
- socket.Bind(new IPEndPoint(internalSwitchAddressInfo.Address, 0));
- var localPort = (socket.LocalEndPoint as IPEndPoint).Port;
-
- // Send out a probe to 'devices' connected to the internal switch
- // listening on port 3553 (Microsoft Device Emulator specific)
- var broadcastAddress = GetBroadcastAddressForAddress(internalSwitchAddressInfo.Address, internalSwitchAddressInfo.IPv4Mask);
- var broadcastTarget = new IPEndPoint(broadcastAddress, 3553);
-
- //
- // WORKAROUND: We don't have easy access to WMI to go querying
- // for virtual machine information so we just cover finding
- // the first 255 potential candidates xx 00 - xx FF.
- //
- // It sounds like a lot but we're talking super tiny
- // payloads on an internal interface. It's very fast.
- //
- for (int i = 0; i <= 0xFF; i++)
- {
- var probe = GenerateProbe(localPort, i);
- socket.SendTo(probe, broadcastTarget);
- }
-
- // Return the endpoint information for the first 'device' that replies
- // (we don't necessarily care about the returned identifier info)
- var responseBytes = new byte[Marshal.SizeOf(typeof(XdePeerGuestIdentifier))];
-
- EndPoint guestEndpoint = new IPEndPoint(broadcastAddress, 0);
-
- socket.ReceiveFrom(responseBytes, ref guestEndpoint);
- GuestIpAddress = (guestEndpoint as IPEndPoint).Address;
- HasData = true;
- }
- catch (SocketException)
- {
- // Do nothing, our probe went unanswered or failed
- }
- }
- }
-
- IsSearching = false;
- });
- }
-
- private static UnicastIPAddressInformation GetInternalSwitchAddressInfo()
- {
- var internalSwitch = GetInternalNetworkSwitchInterface();
- return internalSwitch.GetIPProperties().UnicastAddresses.Where(a => a.Address.AddressFamily == AddressFamily.InterNetwork).FirstOrDefault();
- }
-
- private static NetworkInterface GetInternalNetworkSwitchInterface()
- {
- return NetworkInterface.GetAllNetworkInterfaces().Where(i => i.Name.Contains("Windows Phone Emulator")).FirstOrDefault();
- }
-
- private static IPAddress GetBroadcastAddressForAddress(IPAddress address, IPAddress mask)
- {
- var addressInt = BitConverter.ToInt32(address.GetAddressBytes(), 0);
- var maskInt = BitConverter.ToInt32(mask.GetAddressBytes(), 0);
- return new IPAddress(BitConverter.GetBytes((addressInt | ~maskInt)));
- }
-
- private static byte[] GenerateProbe(int port, int machineIndex)
- {
- var identifier = new XdePeerHostIdentifier();
- identifier.PeerDiscoveryPort = port;
- identifier.GuestDiscoveryGUID = new Guid("{963ef858-2efe-4eb4-8d2d-fed5408e6441}");
- identifier.GuestMACAddress = new byte[] { 0x02, 0xDE, 0xDE, 0xDE, 0xDE, (byte)machineIndex };
-
- return GetStructureBytes(identifier);
- }
-
- private static byte[] GetStructureBytes(object obj)
- {
- var bytes = new byte[Marshal.SizeOf(obj)];
-
- var handle = GCHandle.Alloc(bytes, GCHandleType.Pinned);
- Marshal.StructureToPtr(obj, handle.AddrOfPinnedObject(), false);
- handle.Free();
-
- return bytes;
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs.meta
deleted file mode 100644
index ccb6283..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/Editor/XdeGuestLocator.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/README.md b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/README.md
deleted file mode 100644
index eb24e00..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/README.md
+++ /dev/null
@@ -1,20 +0,0 @@
-## [Build]()
-Build and deploy automation window for building your VS solution, APPX, installing, launching, and getting the log file (and other related functionality). Requires that the device has been paired with the Editor PC & that the device is connected locally and/or the HTTPS requirement has been disabled in the device portal's security tab.
-
-### [Editor](Editor)
-
-#### BuildDeployPortal.cs
-Interface function with the device (REST API utility functions)
-
-#### BuildDeployTools.cs
-Supports building the APPX from the SLN
-
-#### BuildSLNUtilities.cs
-Supports building the project SLN
-
-#### BuildDeployWindow.cs
-Editor UI for the window and event functions
-
----
-##### [Go back up to the table of contents.](../../../README.md)
----
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/README.md.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/BuildAndDeploy/README.md.meta
deleted file mode 100644
index 10597bf..0000000
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deleted file mode 100644
index f00e2db..0000000
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deleted file mode 100644
index 95aee71..0000000
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor.meta
deleted file mode 100644
index 08ffadf..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor.meta
+++ /dev/null
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor/CursorIdleAnim.anim b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor/CursorIdleAnim.anim
deleted file mode 100644
index 2519162..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Animations/Cursor/CursorIdleAnim.anim
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Prefabs/TeleportMarker.prefab.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Prefabs/TeleportMarker.prefab.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/README.md b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/README.md
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-## [Input]()
-
-## Table of Contents
-
-- [Overview](#overview)
-- [Input System Diagrams](#input-system-diagrams)
-- [Input Module Design](#input-module-design)
-- [Prefabs](#prefabs)
-- [Scripts](#scripts)
-- [Test Prefabs](#test-prefabs)
-- [Test Scripts](#test-scripts)
-- [Tests](#tests)
-
-## Overview
-
-This contains a fully-featured **input system**, which allows you to handle various types of input and send them to any game object being currently gazed at, or any fallback object. It also includes a few example cursors, similar to the HoloLens shell cursor, that fully leverages the Unity's animation system. This input system uses Unity's default **EventSystem** and there's no need for a custom **input module**. The default **Standalone Input Module** works with this input system.
-
-## Input System Diagrams:
-![alt text](/External/ReadMeImages/InputSystemDiagram.png)
-![alt text](/External/ReadMeImages/CursorSystemDiagram.PNG)
-
-### Input Module Design
-The input module is designed to be extensible: it could support various input mechanisms and various types of gazers.
-
-Each input source (hands, gestures, others) implement a **IInputSource** interface. The interface defines various events that the input sources can trigger. The input sources register themselves with the InputManager, whose role it is to forward input to the appropriate game objects. Input sources can be dynamically enabled / disabled as necessary, and new input sources can be created to support different input devices.
-
-Game objects that want to consume input events can implement one or many **input interfaces**, such as:
-
-- **IFocusable** for focus enter and exit. The focus can be triggered by the user's gaze or any other gaze source.
-- **IHoldHandle** for the Windows hold gesture.
-- **IInputHandler** for source up and down. The source can be a hand that tapped, a clicker that was pressed, etc.
-- **IInputClickHandler** for source clicked. The source can be a hand that tapped, a clicker that was pressed, etc.
-- **IManipulationHandler** for the Windows manipulation gesture.
-- **INavigationHandler** for the Windows navigation gesture.
-- **ISourceStateHandler** for the source detected and source lost events.
-- **ISpeechHandler** for voice commands.
-- **IDictationHandler** for speech to text dictation.
-- **IGamePadHandler** for generic gamepad events.
-- **IXboxControllerHandler** for Xbox One Controller events.
-
-The **input manager** listens to the various events coming from the input sources, and also takes into account the gaze. Currently, that gaze is always coming from the GazeManager class, but this could be extended to support multiple gaze sources if the need arises.
-
-By default, input events are sent to the currently focused game object, if that object implements the appropriate interface. Modals input handlers can also be added to the input manager: these modal handlers will take priority over the currently focused object Fallback handlers can also be defined, so that the application can react to global inputs that aren't targeting a specific element. Any event sent by the input manager always bubbles up from the object to its ancestors.
-
-In recap, the **input manager** forwards the various input sources events to the appropriate game object, using the following order:
-
-1. The registered modal input handlers, in LIFO (Last-In First-Out) order of registration
-2. The currently focused object
-3. The fallback input handlers, in LIFO order of registration
-
-### [Prefabs](Prefabs)
-Prefabs related to the input features.
-
-#### BasicCursor.prefab
-Torus shaped basic cursor that follows the user's gaze around.
-
-#### Cursor.prefab
-Torus shaped CursorOnHolograms when user is gazing at holograms and point light CursorOffHolograms when user is gazing away from holograms.
-
-#### CursorWithFeedback.prefab
-Torus shaped cursor that follows the user's gaze and HandDetectedFeedback asset to give feedback to user when their hand is detected in the ready state.
-
-#### DefaultCursor.prefab
-3D animated cursor that follows the user's gaze and uses the Unity animation system to handle its various states. This cursor imitates the HoloLens Shell cursor.
-
-#### HoloLensCamera.prefab
-Unity camera that has been customized for Holographic development.
-1. Camera.Transform set to 0,0,0
-2. 'Clear Flags' changed to 'Solid Color'
-3. Color set to R:0, G:0, B:0, A:0 as black renders transparent in HoloLens.
-4. Set the recommended near clipping plane.
-5. Allows manual movement of the camera when in editor
-
-#### InputManager.prefab
-Input system that manages gaze and various input sources currently supported by HoloLens, such as hands and gestures.
-
-This also includes a fake input source that allows you to simulate input when in the editor. By default, this can be done by holding Shift (left input source) or Space (right input source), moving the mouse to move the source and using the left mouse button to tap.
-
-#### MixedRealityCamera.prefab
-Camera capabale of rendering for HoloLens and occluded Windows Mixed Reality enabled devices.
-MixedRealityCameraManager.cs exposes some defaults for occluded aka opaque displays Vs HoloLens.
-You can either use the defaults that have been set or customize them to match your application requirements.
-
-**For HoloLens:**
-1. 'Clear Flags' is set to 'Solid Color' and Color to 'Clear' as black renders transparent in HoloLens.
-2. Near clip plane is set to 0.85 per comfort recommendations.
-3. Quality Settings to be Fastest.
-
-**For occluded aka opaque devices:**
-1. 'Clear Flags' is set to Skybox
-2. Near clip plane is set to 0.3 which is typical for VR applications.
-3. Quality Settings to be Fantastic as it uses the PC GPU to render content.
-
-#### MixedRealityCameraParent.prefab
-This prefab is used when you want to enable teleporting on mixed reality enabled occluded devices.
-In order to prevent the MainCamera position from being overwritten in the next update we use a parent GameObject.
-
-#### MixedRealityCameraParentWithControllers.prefab
-This prefab is used when you want to enable teleporting on mixed reality enabled occluded devices, as well as motion controller visualization.
-In order to prevent the MainCamera position from being overwritten in the next update we use a parent GameObject.
-
-### [Scripts](Scripts)
-Scripts related to the input features.
-
-##### ControllerVisualizer.cs
-Use this to visualize a 6DoF controller in your application. Add this script to a GameObject as a child of the MainCamera, or use the MixedRealityCameraParentWithControllers prefab. Either specify a shader to use for the [glTF](https://www.khronos.org/gltf) model or add GameObject overrides to represent the controllers.
-
-- **leftControllerOverride** [Optional] A prefab to spawn to represent the left controller. This will automatically move and reorient when the controller is moved.
-- **rightControllerOverride** [Optional] A prefab to spawn to represent the right controller. This will automatically move and reorient when the controller is moved.
-- **touchpadTouchedOverride** [Optional] A prefab to spawn to represent the user's touch location on the touchpad. This will automatically move when the user moves their touch location. Default is a sphere.
-- **GLTFShader** [Optional, if using overrides] If using the controller's built-in [glTF](https://www.khronos.org/gltf) model, this will be the shader applied to the resulting GameObject.
-
-##### ControllerDebug.cs
-This can be used to load a [glTF](https://www.khronos.org/gltf) file in the editor, as well as displaying input and source data from motion controllers on a text panel for debugging purposes on the device.
-- **LoadGLTFFile** A boolean to specify if a glTF file should be loaded from StreamingAssets.
-- **GLTFName** The name of the GLTF file to be loaded from StreamingAssets.
-- **touchpadTouchedOverride** [Optional] A prefab to spawn on the touchpad of the glTF file specified. Default is a sphere.
-- **GLTFShader** [Optional, if not loading a glTF model] If loading a [glTF](https://www.khronos.org/gltf) model, this will be the shader applied to the resulting GameObject.
-- **TextPanel** This is the text display where controller state info will be logged, for on-device debugging purposes.
-
-##### SetGlobalListener.cs
-Add this to a GameObject to register it as a global listener on the InputManager. This means it will receive events from the InputManager even while not focused.
-
-#### Cursor
-
-##### AnimatedCursor.cs
-Animated cursor is a cursor driven using an animator to inject state information and animate accordingly.
-
-##### Cursor.cs
-Abstract class that a concrete class should implement to make it easy to create a custom cursor. This provides the basic logic to show a cursor at the location a user is gazing.
-1. Decides when to show the cursor.
-2. Positions the cursor at the gazed hit location.
-3. Rotates the cursor to match hologram normals.
-
-##### CursorModifier.cs
-CursorModifier is a component that can be added to any game object with a collider to modify how a cursor reacts when on that collider.
-
-##### ICursor.cs
-Cursor interface that any cursor must implement.
-
-##### ICursorModifier.cs
-Interface that any cursor modifier must implement to provide basic overrides for cursor behaviour.
-
-##### MeshCursor.cs
-Cursor whose states are represented by one or many meshes.
-
-##### ObjectCursor.cs
-Cursor whose states are represented by one or many game objects.
-
-##### SpriteCursor.cs
-Cursor whose states are represented by colored sprites.
-
-#### Focus
-With Windows Mixed Reality enabled devices and motion controllers, you can have different ways of representing the user's attention aka pointing.
-You can use the conventional **'gaze and commit'** style interactions.
-In these your cursor follows your head gaze.
-With pointing ray enabled motion controllers you can perform the **'point and commit'** style interactions.
-In these cases, your cursor will follow the pointing ray from the motion controller.
-Focus classes are meant to act as a bridge between these mechanisms.
-
-**Currently, we recommend using gaze and commit style interactions.**
-
-##### FocusDetails.cs
-FocusDetails struct contains information about which game object has the focus currently. Much like RaycastHit.
-Also contains information about the normal of that point.
-
-##### FocusManager.cs
-Focus manager is the bridge that handles different types of pointing sources like gaze cursor or pointing ray enabled motion controllers.
-If you dont have pointing ray enabled controllers, it defaults to GazeManager.
-
-##### InputSourcePointer.cs
-Class implementing IPointingSource to demonstrate how to create a pointing source.
-This is consumed by SimpleSinglePointerSelector.
-
-##### IPointingSource.cs
-Implement this interface to register your pointer as a pointing source. This could be gaze based or motion controller based.
-
-##### RegisterPointableCanvas.cs
-Script to register a Canvas component so it's capable of being focused at for 'point and commit' scenarios.
-
-##### SimpleSinglePointerSelector
-Script shows how to create your own 'point and commit' style pointer which can steal cursor focus using a pointing ray supported motion controller.
-This class uses the InputSourcePointer to define the rules of stealing focus when a pointing ray is detected with a motion controller that supports pointing.
-
-#### GamePad
-
-##### XboxControllerData.cs
-Data class that carries the input data for the event handler.
-
-##### XboxControllerMapping.cs
-Defines the controller mapping for the input source.
-
-##### XboxControllerMappingTypes.cs
-Controller axis and button types.
-
-#### Gaze
-
-##### BaseRayStabilizer.cs
-A base abstract class for a stabilizer that takes as input position and rotation, and performs operations on them to stabilize or smooth that data.
-
-##### GazeManager.cs
-Singleton component in charge of managing the gaze vector. This is where you can define which layers are considered when gazing at objects. Optionally, the gaze manager can reference a ray stabilizer that will be used to stabilize the gaze of the user.
-
-- **MaxGazeCollisionDistance :** the maximum distance to raycast. Any holograms beyond this value will not be raycasted to.
-- **RaycastLayers :** the Unity layers to raycast against. If you have holograms that should not be raycasted against, like a cursor, do not include their layers in this mask.
-- **Stabilizer :** stabilizer to use to stabilize the gaze. If not set, the gaze will not be stabilized.
-- **Gaze Transform :** the transform to use as the source of the gaze. If not set, will default to the main camera.
-
-##### GazeStabilizer.cs
-Stabilize the user's gaze to account for head jitter.
-
-- **StoredStabilitySamples** Number of samples that you want to iterate on. A larger number will be more stable.
-
-##### MixedRealityTeleport.cs
-This script teleports the user to the location being gazed at when Y was pressed on a Gamepad.
-You must have an Xbox gamepad attached to use this script. It also works in the Unity editor.
-
-#### InputEventData
-
-##### BaseInputEventData.cs
-Base class for all input event data. An input event data is what is sent as a parameter to all input events.
-
-##### DictationEventData.cs
-Event data for an event coming from dictation.
-
-##### GamePadEventData.cs
-Event data for an event coming from a generic gamepad.
-
-##### HoldEventData.cs
-Event data for an event coming from the hold gesture.
-
-##### InputClickedEventData.cs
-Event data for an event that represents a click, including the number of taps.
-
-##### InputEventData.cs
-Event data for an event that represents an input interaction such as a tap / click.
-
-##### InputXYEventData.cs
-Event data for an event that represents changes in the X-axis and Y-axis for a thumbstick or touchpad.
-
-##### ManipulationEventData.cs
-Event data for an event coming from the manipulation gesture.
-
-##### NavigationEventData.cs
-Event data for an event coming from the navigation gesture.
-
-##### PointerSpecificEventData.cs
-Event data for an event that represents a pointer entering or exiting focus on an object.
-
-##### SourceRotationEventData.cs
-Event data for an event that represents a change in rotation of an input source.
-
-##### SourcePositionEventData.cs
-Event data for an event that represents a change in position of an input source.
-
-##### SourceStateEventData.cs
-Event data for an event that represents an input source being detected or lost.
-
-##### SpeechKeywordRecognizedEventData.cs
-Event data for an event that represents a recognition from a PhraseRecognizer.
-
-##### TriggerEventData.cs
-Event data for an event that represents the amount of depression of a trigger.
-
-##### XboxControllerEventData.cs
-Event data for an event coming from an Xbox controller source.
-
-#### InputHandlers
-
-##### IControllerInputHandler.cs
-Interface that a game object can implement to react to a controller's trigger value changing or touchpad/thumbstick XY changing.
-
-##### IControllerTouchpadHandler.cs
-Interface that a game object can implement to react to a controller's touchpad being touched or released.
-
-##### IDictationHandler.cs
-Interface that a game object can implement to react to dictations.
-
-##### IFocusable.cs
-Interface that a game object can implement to react to focus enter/exit.
-
-#### IGamePadHandler.cs
-Interface that a game object can implement to react to gamepad events.
-
-##### IHoldHandler.cs
-Interface that a game object can implement to react to hold gestures.
-
-##### IInputClickHandler.cs
-Interface that a game object can implement to react to taps / clicks.
-
-##### IInputHandler.cs
-Interface that a game object can implement to react to an input button being pressed or released.
-
-##### IManipulationHandler.cs
-Interface that a game object can implement to react to manipulation gestures.
-
-##### INavigationHandler.cs
-Interface that a game object can implement to react to navigation gestures.
-
-##### IPointerSpecificFocusable.cs
-Interface that a game object can implement to react to a specific pointer's focus enter/exit.
-
-
-##### ISourcePositionHandler.cs
-Interface that a game object can implement to react to a source's position changing.
-
-##### ISourceRotationHandler.cs
-Interface that a game object can implement to react to a source's rotation changing.
-
-
-##### ISourceStateHandler.cs
-Interface that a game object can implement to react to source state changes, such as when an input source is detected or lost.
-
-##### ISpeechHandler.cs
-Interface that a game object can implement to react to a keyword being recognized.
-
-##### IXboxControllerHandler.cs
-Interface that a game object can implement to react to Xbox Controller events.
-
-#### InputSources
-
-##### BaseInputSource.cs
-Abstract base class for an input source that implements IInputSource. Defines the various abstract functions that any input source needs to implement, and provides some default implementations.
-
-##### DictationInputManager.cs
-Singleton class that implements the DictationRecognizer to convert the user's speech to text. The DictationRecognizer exposes dictation functionality and supports registering and listening for hypothesis and phrase completed events.
-
-**IMPORTANT**: Please make sure to add the Microphone capabilities in your app, in Unity under
-Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities
-or in your Visual Studio Package.appxmanifest capabilities.
-
-- **InitialSilenceTimeout** : The time length in seconds before dictation recognizer session ends due to lack of audio input in case there was no audio heard in the current session.
-- **AutoSilenceTimeout** : The time length in seconds before dictation recognizer session ends due to lack of audio input.
-- **RecordingTime** : Length in seconds for the manager to listen.
-
-##### EditorInputSource.cs
-Input source for in-Editor input source information, which can be used to simulate hands and controllers in the Unity editor.
-
-##### GamePadInputSource.cs
-Base class that all gamepad input sources should inherit from.
-
-##### GesturesInput.cs
-Input source for gestures information from the WSA APIs, which gives access to various system supported gestures.
-
-##### IInputSource.cs
-Interface for an input source. An input source is any input mechanism that can be used as the source of user interactions.
-
-##### SpeechInputSource.cs
-Allows you to specify keywords and keyboard shortcuts in the Unity Inspector, instead of registering them explicitly in code. Keywords are handled by scripts that implement ISpeechHandler.cs. You can utilize keywords with the SpeechInputHandler component by assigning game objects and specifying a Unity Event trigger.
-
-**IMPORTANT**: Please make sure to add the Microphone capabilities in your app, in Unity under
-Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities
-or in your Visual Studio Package.appxmanifest capabilities.
-
-**Persistent Keywords** Keywords are persistent across all scenes. This Speech Input Source instance will not be destroyed when loading a new scene.
-
-**RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
-
-**KeywordsAndKeys** Set the size as the number of keywords you'd like to listen for, then specify the keywords to complete the array.
-
-**RecognitionConfidenceLevel** The confidence level for the keyword recognizer.
-
-##### SupportedInputInfo.cs
-Enumeration of the supported input infor for Unity WSA APIs.
-
-##### XboxControllerInputSource.cs
-Allows you to specity **EventSystem** axis and button overrides and custom controller mappings.
-
-**Horizontal Axis** Sets the horizontal axis override.
-**Vertical Axis** Sets the vertical axis override.
-**Submit Button** Sets the submit button override.
-**Cancel Button** Sets the cancel button override.
-
-**Use Custom Mapping** Enables custom mapping for your controller. Strings should match the input mapping from `Edit/Project Settings/Input`.
-
-#### Interactions
-
-##### HandDraggable.cs
-Allows dragging an object in space with your hand on HoloLens. Just attach the script to a game object to make it movable.
-
-#### Utilities
-
-##### HandDraggable.cs
-Allows dragging an object in space with your hand on HoloLens. Just attach the script to a game object to make it movable.
-
-##### TapToPlace.cs
-Allows users to tap on an object to move its position.
-
-##### SetGlobalListener.cs
-Used to register the GameObject on the InputManager as a global listener.
-
-##### TriggerButton.cs
-Very simple class that implements basic logic for a trigger button.
-
-#### Voice
-
-**IMPORTANT**: Please make sure to add the Microphone capabilities in your app, in Unity under
-Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities
-or in your Visual Studio Package.appxmanifest capabilities.
-
-##### KeywordAndKeyCode.cs
-Struct that facilitates the storage of keyword and keycode pairs.
-
-- **_KeywordsAndResponses_** Set the size as the number of keywords you'd like to listen for, then specify the keywords and method responses to complete the array.
-
-- **RecognizerStart** Set this to determine whether the keyword recognizer will start immediately or if it should wait for your code to tell it to start.
-
-##### SpeechInputHandler.cs
-Used to assign a Unity Event to a keyword stored in the SpeechInputSource component.
-
-##### TriggerButton.cs
-Very simple class that implements basic logic for a trigger button.
-
-### [Test Prefabs](https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit-Tests/Input/Prefabs)
-
-Prefabs used in the various test scenes, which you can use as inspiration to build your own.
-
-#### FocusedObjectKeywordManager.prefab
-Keyword manager pre-wired to send messages to object being currently focused via FocusedObjectMessageSender component.
-You can simply drop this into your scene and be able to send arbitrary messages to currently focused object.
-
-#### SelectedObjectKeywordManager.prefab
-Keyword manager pre-wired to send messages to object being currently selected via SelectedObjectMessageSender component.
-You can simply drop this into your scene and be able to send arbitrary messages to currently selected object.
-
-### [Test Scripts](https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit-Tests/Input/Scripts)
-
-#### FocusedObjectMessageSender.cs
-Sends Unity message to currently focused object.
-FocusedObjectMessageSender.SendMessageToFocusedObject needs to be registered as a response in KeywordManager
-to enable arbitrary messages to be sent to currently focused object.
-
-#### MicStream.cs
-Lets you access beam-formed microphone streams from the HoloLens to optimize voice and/or room captures, which is impossible to do with Unity's Microphone object. Takes the data and inserts it into Unity's AudioSource object for easy handling. Also lets you record indeterminate-length audio files from the Microphone to your device's Music Library, also using beam-forming.
-
-#### SelectedObjectMessageSender.cs
-Sends Unity message to currently selected object.
-SelectedObjectMessageSender.SendMessageToSelectedObject needs to be registered as a response in KeywordManager
-to enable arbitrary messages to be sent to currently selected object.
-
-#### SelectedObjectMessageReceiver.cs
-Example on how to handle messages send by SelectedObjectMessageSender.
-In this particular implementation, selected object color it toggled on selecting object and clearing selected object.
-
-#### SimpleGridGenerator.cs
-A grid of dynamic objects to illustrate sending messages to prefab instances created at runtime as opposed
-to only static objects that already exist in the scene.
-
-#### GazeResponder.cs
-This class implements IFocusable to respond to gaze changes.
-It highlights the object being gazed at.
-
-#### TapResponder.cs
-This class implements IInputClickHandler to handle the tap gesture.
-It increases the scale of the object when tapped.
-
-#### NavigationRotateResponder.cs
-This class implements INavigationHandler to handle the navigation gesture.
-It rotates the object left or right based on X movement.
-
-### [Tests](https://github.com/Microsoft/HoloToolkit-Unity/tree/master/Assets/HoloToolkit-Tests/Input/Scenes)
-Tests related to the input features. To use the scene:
-
-1. Navigate to the Tests folder.
-2. Double click on the test scene you wish to explore.
-3. Either click "Play" in the unity editor or File -> Build Settings.
-4. Add Open Scenes, Platform -> Windows Store, SDK -> Universal 10, Build Type -> D3D, Check 'Unity C# Projects'.
-5. Click 'Build' and create an App folder. When compile is done, open the solution and deploy to device.
-
-#### BasicCursor.unity
-Shows the basic cursor following the user's gaze and hugging the test sphere in the scene.
-
-#### Cursor.unity
-Shows the cursor on holograms hugging the test sphere in the scene and cursor off holograms when not gazing at the sphere.
-
-#### CursorWithFeedback.unity
-Shows the cursor hugging the test sphere in the scene and displays hand detected asset when hand is detected in ready state.
-
-#### FocusedObjectKeywords.unity
-Example on how to send keyword messages to currently focused dynamically instantiated object.
-Gazing on an object and saying "Make Smaller" and "Make Bigger" will adjust object size.
-
-#### InputTapTest.unity
-Test scene shows you in a simple way, how to respond to user's gaze using the Input module.
-It also shows you how to respond to the user's tap gesture.
-
-In this scene, under the InputManager prefab > GesturesInput, the script GamepadInput.cs helps map the Xbox gamepad buttons to gestures.
-Press A to air tap.
-
-#### NavigationRotateTest.unity
-Test scene shows how to respond to user's navigation gesture by rotating the cube along Y axis.
-
-In this scene, under the InputManager prefab > GesturesInput, the script GamepadInput.cs helps map the Xbox gamepad buttons to gestures.
-With A pressed rotate the left joystick to trigger the navigation gesture.
-
-#### GamepadTest.unity
-This scene has some objects in there which respond to the Xbox gamepad input.
-It also has the HoloToolkitCameraParent prefab which is useful for testing teleporting scenarios for occluded devices.
-Cube:
-Press A to air tap.
-Press A and left joystick to rotate the cube.
-
-Quad:
-Gaze at the quad and press Y to teleport to that location.
-Press B to return to the original location.
-
-#### KeywordManager.unity
-Shows how to use the KeywordManager.cs script to add keywords to your scene.
-
-1. Select whether you want the recognizer to start automatically or when you manually start it.
-2. Specify the number of keywords you want.
-3. Type the word or phrase you'd like to register as the keyword and, if you want, set a key code to use in the Editor. You can also use an attached microphone with the Editor.
-4. Press the + to add a response. Then, drag a GameObject with the script you want to call into the "None (Object)" field.
-5. Select the script and method to call or variable to set from the "No Function" dropdown. Add any parameters, if necessary, into the field below the dropdown.
-
-When you start the scene, your keywords will automatically be registered on a KeywordRecognizer, and the recognizer will be started (or not) based on your Recognizer Start setting.
-
-#### ManualCameraControl.unity
-
-This scene shows how to manually control the camera. The script is on the main camera of the scene. When preview mode in Unity is activated, the user can move around the scene using WASD and look around using right-mouse-button + mouse.
-
-#### MicrophoneStream.unity
-Example usage of MicStream.cs to select and record beam-formed audio from the hololens. In editor, the script lets you choose if you want to beam-form capture on voice or on the room. When running, press 'Q' to start the stream you selected, 'W' will stop the stream, 'A' starts recording a wav file, and 'S' stops the recording, saves it to your Music library, and prints the full path of the audio clip.
-
-#### MotionControllerTest.unity
-This scene shows how to render motion controllers in your app. It also contains a debug panel to help diagnose the state of a connected controller.
-
-#### SelectedObjectKeywords.unity
-Example on how to send keyword messages to currently selected dynamically instantiated object.
-Gazing on an object and saying "Select Object" will persistently select that object for interaction with voice commands,
-after which the user can also adjust object size with "Make Smaller" and "Make Bigger" voice commands and finally clear
-currently selected object by saying "Clear Selection".
-
-#### OverrideFocusedObjectTest.unity
-Test scene shows you in a simple way, how to route input to an object not being gazed/focused at.
-Useful for scenarios like placing head locked content or clicking around to create objects.
-
-#### SpeechInputSource.unity
-
-Shows how to use the SpeechInputSource.cs script to add keywords to your scene.
-
-1. Select whether you want the recognizer to start automatically or when you manually start it.
-2. Specify the number of keywords you want.
-3. Type the word or phrase you'd like to register as the keyword and, if you want, set a key code to use in the Editor. You can also use an attached microphone with the Editor.
-4. Attach a script that implements ISpeechHandler.cs to the object in the scene that will require the gaze focus to execute the command. You should register this script with the InputManager.cs as a global listener to handle keywords that don't require a focused object.
-
-When you start the scene, your keywords will automatically be registered on a KeywordRecognizer, and the recognizer will be started (or not) based on your Recognizer Start setting.
-
-####
-
----
-##### [Go back up to the table of contents](#table-of-contents)
-##### [Go back to the main page.](../../../README.md)
----
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/README.md.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/README.md.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor.meta
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs
deleted file mode 100644
index 0d56061..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs
+++ /dev/null
@@ -1,52 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Data struct for cursor state information for the Animated Cursor, which leverages the Unity animation system..
- /// This defines a modification to an Unity animation parameter, based on cursor state.
- ///
- [Serializable]
- public struct AnimCursorDatum
- {
- public string Name;
- public CursorStateEnum CursorState;
- public AnimatorParameter Parameter;
-
- ///
- /// Types that an animation parameter can have in the Unity animation system.
- ///
- [Obsolete("Use Parameter")]
- public enum AnimInputTypeEnum
- {
- Int,
- Trigger,
- Bool,
- Float
- }
-
- [Obsolete("Use Parameter")]
- [Tooltip("Type of the animation parameter to modify.")]
- public AnimInputTypeEnum AnimInputType;
-
- [Obsolete("Use Parameter")]
- [Tooltip("Name of the animation parameter to modify.")]
- public string AnimParameterName;
-
- [Obsolete("Use Parameter")]
- [Tooltip("If the animation parameter type is a bool, value to set. Ignored otherwise.")]
- public bool AnimBoolValue;
-
- [Obsolete("Use Parameter")]
- [Tooltip("If the animation parameter type is an int, value to set. Ignored otherwise.")]
- public int AnimIntValue;
-
- [Obsolete("Use Parameter")]
- [Tooltip("If the animation parameter type is a float, value to set. Ignored otherwise.")]
- public float AnimFloatValue;
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs.meta
deleted file mode 100644
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--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimCursorDatum.cs.meta
+++ /dev/null
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-timeCreated: 1507579614
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatedCursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatedCursor.cs
deleted file mode 100644
index a86f991..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatedCursor.cs
+++ /dev/null
@@ -1,142 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Animated cursor is a cursor driven using an animator to inject state information
- /// and animate accordingly
- ///
- public class AnimatedCursor : Cursor
- {
- ///
- /// Enabled state Data when enabling
- ///
- [Obsolete("Use InputEnabledParameter")]
- [Tooltip("Cursor State Data to use when enabling the cursor")]
- public AnimCursorDatum EnableStateData;
-
- ///
- /// Disabled state Data when disabled
- ///
- [Obsolete("Use InputDisabledParameter")]
- [Tooltip("Cursor State Data to use when the cursor is disabled")]
- public AnimCursorDatum DisableStateData;
-
- ///
- /// Serialized set of cursor state data
- ///
- [Header("Animated Cursor State Data")]
- [Tooltip("Cursor state data to use for its various states")]
- [SerializeField]
- public AnimCursorDatum[] CursorStateData;
-
- [Tooltip("Animator parameter to set when input is enabled.")]
- public AnimatorParameter InputEnabledParameter;
-
- [Tooltip("Animator parameter to set when input is disabled.")]
- public AnimatorParameter InputDisabledParameter;
-
- ///
- /// Link the cursor animator
- ///
- [SerializeField]
- [Tooltip("Animator for the cursor")]
- protected Animator CursorAnimator;
-
- ///
- /// Change animation state when enabling input
- ///
- public override void OnInputEnabled()
- {
- base.OnInputEnabled();
- SetAnimatorParameter(InputEnabledParameter);
- }
-
- ///
- /// Change animation state when disabling input
- ///
- public override void OnInputDisabled()
- {
- base.OnInputDisabled();
- SetAnimatorParameter(InputDisabledParameter);
- }
-
- ///
- /// Override to set the cursor animation trigger
- ///
- ///
- protected override void OnActiveModifier(CursorModifier modifier)
- {
- base.OnActiveModifier(modifier);
-
- if (modifier != null)
- {
- if ((modifier.CursorParameters != null) && (modifier.CursorParameters.Length > 0))
- {
- OnCursorStateChange(CursorStateEnum.Contextual);
- foreach (var param in modifier.CursorParameters)
- {
- SetAnimatorParameter(param);
- }
- }
- }
- else
- {
- OnCursorStateChange(CursorStateEnum.None);
- }
- }
-
- ///
- /// Override OnCursorState change to set the correct animation
- /// state for the cursor
- ///
- ///
- public override void OnCursorStateChange(CursorStateEnum state)
- {
- base.OnCursorStateChange(state);
- if (state != CursorStateEnum.Contextual)
- {
- for (int i = 0; i < CursorStateData.Length; i++)
- {
- if (CursorStateData[i].CursorState == state)
- {
- SetAnimatorParameter(CursorStateData[i].Parameter);
- }
- }
- }
- }
-
- ///
- /// Based on the type of animator state info pass it through to the animator
- ///
- ///
- protected void SetAnimatorParameter(AnimatorParameter animationParameter)
- {
- // Return if we do not have an animator
- if (CursorAnimator == null)
- {
- return;
- }
-
- switch (animationParameter.Type)
- {
- case AnimatorControllerParameterType.Bool:
- CursorAnimator.SetBool(animationParameter.NameHash, animationParameter.DefaultBool);
- break;
- case AnimatorControllerParameterType.Float:
- CursorAnimator.SetFloat(animationParameter.NameHash, animationParameter.DefaultFloat);
- break;
- case AnimatorControllerParameterType.Int:
- CursorAnimator.SetInteger(animationParameter.NameHash, animationParameter.DefaultInt);
- break;
- case AnimatorControllerParameterType.Trigger:
- CursorAnimator.SetTrigger(animationParameter.NameHash);
- break;
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatedCursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatedCursor.cs.meta
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@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 0decd33ba8702954885a62b5bc1a778e
-timeCreated: 1460564228
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs
deleted file mode 100644
index 8e4a596..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs
+++ /dev/null
@@ -1,44 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Created a copy of the AnimatorControllerParameter because that class is not Serializable
- /// and cannot be modified in the editor.
- ///
- [Serializable]
- public struct AnimatorParameter
- {
- [Tooltip("Type of the animation parameter to modify.")]
- public AnimatorControllerParameterType Type;
-
- [Tooltip("If the animation parameter type is an int, value to set. Ignored otherwise.")]
- public int DefaultInt;
-
- [Tooltip("If the animation parameter type is a float, value to set. Ignored otherwise.")]
- public float DefaultFloat;
-
- [Tooltip("If the animation parameter type is a bool, value to set. Ignored otherwise.")]
- public bool DefaultBool;
-
- [Tooltip("Name of the animation parameter to modify.")]
- public string Name;
-
- private int? nameStringHash;
- public int NameHash
- {
- get
- {
- if (!nameStringHash.HasValue && !string.IsNullOrEmpty(Name))
- {
- nameStringHash = Animator.StringToHash(Name);
- }
- return nameStringHash.Value;
- }
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs.meta
deleted file mode 100644
index c1d7816..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/AnimatorParameter.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
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-timeCreated: 1507579632
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs
deleted file mode 100644
index 07eaace..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs
+++ /dev/null
@@ -1,479 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Object that represents a cursor in 3D space controlled by gaze.
- ///
- public abstract class Cursor : MonoBehaviour, ICursor
- {
- public CursorStateEnum CursorState { get { return cursorState; } }
- private CursorStateEnum cursorState = CursorStateEnum.None;
-
- [SerializeField]
- [Tooltip("Set this in the editor to an object with a component that implements IPointerSource to tell this cursor which pointer to follow. To set the pointer programmatically, set Pointer directly.")]
- protected GameObject LoadPointer;
-
- ///
- /// The pointer that this cursor should follow and process input from.
- ///
- public IPointingSource Pointer { get; set; }
-
- ///
- /// Minimum distance for cursor if nothing is hit
- ///
- [Header("Cursor Distance")]
- [Tooltip("The minimum distance the cursor can be with nothing hit")]
- public float MinCursorDistance = 1.0f;
-
- ///
- /// Maximum distance for cursor if nothing is hit
- ///
- [Tooltip("The maximum distance the cursor can be with nothing hit")]
- public float DefaultCursorDistance = 2.0f;
-
- ///
- /// Surface distance to place the cursor off of the surface at
- ///
- [Tooltip("The distance from the hit surface to place the cursor")]
- public float SurfaceCursorDistance = 0.02f;
-
- [Header("Motion")]
- [Tooltip("When lerping, use unscaled time. This is useful for games that have a pause mechanism or otherwise adjust the game timescale.")]
- public bool UseUnscaledTime = true;
-
- ///
- /// Blend value for surface normal to user facing lerp
- ///
- public float PositionLerpTime = 0.01f;
-
- ///
- /// Blend value for surface normal to user facing lerp
- ///
- public float ScaleLerpTime = 0.01f;
-
- ///
- /// Blend value for surface normal to user facing lerp
- ///
- public float RotationLerpTime = 0.01f;
-
- ///
- /// Blend value for surface normal to user facing lerp
- ///
- [Range(0, 1)]
- public float LookRotationBlend = 0.5f;
-
- ///
- /// Visual that is displayed when cursor is active normally
- ///
- [Header("Transform References")]
- public Transform PrimaryCursorVisual;
-
- public Vector3 Position
- {
- get { return transform.position; }
- }
-
- public Quaternion Rotation
- {
- get { return transform.rotation; }
- }
-
- public Vector3 LocalScale
- {
- get { return transform.localScale; }
- }
-
- ///
- /// Indicates if hand is current in the view
- ///
- protected bool IsHandVisible;
-
- ///
- /// Indicates air tap down
- ///
- protected bool IsInputSourceDown;
-
- protected GameObject TargetedObject;
- protected ICursorModifier TargetedCursorModifier;
-
- private uint visibleHandsCount = 0;
- private bool isVisible = true;
-
- ///
- /// Position, scale and rotational goals for cursor
- ///
- private Vector3 targetPosition;
- private Vector3 targetScale;
- private Quaternion targetRotation;
-
- ///
- /// Indicates if the cursor should be visible
- ///
- public bool IsVisible
- {
- set
- {
- isVisible = value;
- SetVisibility(isVisible);
- }
- }
-
- #region MonoBehaviour Functions
-
- private void Awake()
- {
- // Use the setter to update visibility of the cursor at startup based on user preferences
- IsVisible = isVisible;
- SetVisibility(isVisible);
- }
-
- private void Start()
- {
- RegisterManagers();
- TryLoadPointerIfNeeded();
- }
-
- private void Update()
- {
- UpdateCursorState();
- UpdateCursorTransform();
- }
-
- ///
- /// Override for enable functions
- ///
- protected virtual void OnEnable()
- {
- if (FocusManager.IsInitialized && Pointer != null)
- {
- OnPointerSpecificFocusChanged(Pointer, null, FocusManager.Instance.GetFocusedObject(Pointer));
- }
- OnCursorStateChange(CursorStateEnum.None);
- }
-
- ///
- /// Override for disable functions
- ///
- protected virtual void OnDisable()
- {
- TargetedObject = null;
- TargetedCursorModifier = null;
- visibleHandsCount = 0;
- IsHandVisible = false;
- OnCursorStateChange(CursorStateEnum.Contextual);
- }
-
- private void OnDestroy()
- {
- UnregisterManagers();
- }
-
- #endregion
-
- ///
- /// Register to events from the managers the cursor needs.
- ///
- protected virtual void RegisterManagers()
- {
- // Register the cursor as a global listener, so that it can always get input events it cares about
- InputManager.Instance.AddGlobalListener(gameObject);
-
- // Setup the cursor to be able to respond to input being globally enabled / disabled
- if (InputManager.Instance.IsInputEnabled)
- {
- OnInputEnabled();
- }
- else
- {
- OnInputDisabled();
- }
-
- InputManager.Instance.InputEnabled += OnInputEnabled;
- InputManager.Instance.InputDisabled += OnInputDisabled;
-
- FocusManager.Instance.PointerSpecificFocusChanged += OnPointerSpecificFocusChanged;
- }
-
- ///
- /// Unregister from events from the managers the cursor needs.
- ///
- protected virtual void UnregisterManagers()
- {
- if (InputManager.IsInitialized)
- {
- InputManager.Instance.InputEnabled -= OnInputEnabled;
- InputManager.Instance.InputDisabled -= OnInputDisabled;
- InputManager.Instance.RemoveGlobalListener(gameObject);
- }
-
- if (FocusManager.IsInitialized)
- {
- FocusManager.Instance.PointerSpecificFocusChanged -= OnPointerSpecificFocusChanged;
- }
- }
-
- private void TryLoadPointerIfNeeded()
- {
- if (Pointer != null)
- {
- // Nothing to do. Keep the pointer that must have been set programmatically.
- }
- else if (LoadPointer != null)
- {
- Pointer = LoadPointer.GetComponent();
-
- if (Pointer == null)
- {
- Debug.LogErrorFormat("Load pointer object \"{0}\" is missing its {1} component.",
- LoadPointer.name,
- typeof(IPointingSource).Name
- );
- }
- }
- else if (FocusManager.IsInitialized)
- {
- // For backward-compatibility, if a pointer wasn't specified, but there's exactly one
- // pointer currently registered with FocusManager, we use it.
- IPointingSource pointingSource;
- if (FocusManager.Instance.TryGetSinglePointer(out pointingSource))
- {
- Pointer = pointingSource;
- }
- }
- else
- {
- // No options available, so we leave Pointer unset. It will need to be set programmatically later.
- }
- }
-
- ///
- /// Updates the currently targeted object and cursor modifier upon getting
- /// an event indicating that the focused object has changed.
- ///
- /// The pointer associated with this focus change.
- /// Object that was previously being focused.
- /// New object being focused.
- protected virtual void OnPointerSpecificFocusChanged(IPointingSource pointer, GameObject oldFocusedObject, GameObject newFocusedObject)
- {
- if (pointer == Pointer)
- {
- TargetedObject = newFocusedObject;
-
- CursorModifier newModifier = (newFocusedObject == null)
- ? null
- : newFocusedObject.GetComponent();
-
- OnActiveModifier(newModifier);
- }
- }
-
- ///
- /// Override function when a new modifier is found or no modifier is valid
- ///
- ///
- protected virtual void OnActiveModifier(CursorModifier modifier)
- {
- TargetedCursorModifier = modifier;
- }
-
- ///
- /// Update the cursor's transform
- ///
- protected virtual void UpdateCursorTransform()
- {
- FocusDetails focusDetails = FocusManager.Instance.GetFocusDetails(Pointer);
- GameObject newTargetedObject = focusDetails.Object;
- Vector3 lookForward = Vector3.forward;
-
- // Normalize scale on before update
- targetScale = Vector3.one;
-
- // If no game object is hit, put the cursor at the default distance
- if (newTargetedObject == null)
- {
- TargetedObject = null;
- TargetedCursorModifier = null;
-
- targetPosition = RayStep.GetPointByDistance(Pointer.Rays, DefaultCursorDistance);
- lookForward = -RayStep.GetDirectionByDistance(Pointer.Rays, DefaultCursorDistance);
- targetRotation = lookForward.magnitude > 0 ? Quaternion.LookRotation(lookForward, Vector3.up) : transform.rotation;
- }
- else
- {
- // Update currently targeted object
- TargetedObject = newTargetedObject;
-
- if (TargetedCursorModifier != null)
- {
- TargetedCursorModifier.GetModifiedTransform(this, out targetPosition, out targetRotation, out targetScale);
- }
- else
- {
- // If no modifier is on the target, just use the hit result to set cursor position
- // Get the look forward by using distance between pointer origin and target position
- // (This may not be strictly accurate for extremely wobbly pointers, but it should produce usable results)
- float distanceToTarget = Vector3.Distance(Pointer.Rays[0].origin, focusDetails.Point);
- lookForward = -RayStep.GetDirectionByDistance(Pointer.Rays, distanceToTarget);
- targetPosition = focusDetails.Point + (lookForward * SurfaceCursorDistance);
- Vector3 lookRotation = Vector3.Slerp(focusDetails.Normal, lookForward, LookRotationBlend);
- targetRotation = Quaternion.LookRotation(lookRotation == Vector3.zero ? lookForward : lookRotation, Vector3.up);
- }
- }
-
- float deltaTime = UseUnscaledTime
- ? Time.unscaledDeltaTime
- : Time.deltaTime;
-
- // Use the lerp times to blend the position to the target position
- transform.position = Vector3.Lerp(transform.position, targetPosition, deltaTime / PositionLerpTime);
- transform.localScale = Vector3.Lerp(transform.localScale, targetScale, deltaTime / ScaleLerpTime);
- transform.rotation = Quaternion.Lerp(transform.rotation, targetRotation, deltaTime / RotationLerpTime);
- }
-
- ///
- /// Updates the visual representation of the cursor.
- ///
- public virtual void SetVisibility(bool visible)
- {
- if (PrimaryCursorVisual != null)
- {
- PrimaryCursorVisual.gameObject.SetActive(visible);
- }
- }
-
- ///
- /// Disable input and set to contextual to override input
- ///
- public virtual void OnInputDisabled()
- {
- // Reset visible hands on disable
- visibleHandsCount = 0;
- IsHandVisible = false;
-
- OnCursorStateChange(CursorStateEnum.Contextual);
- }
-
- ///
- /// Enable input and set to none to reset cursor
- ///
- public virtual void OnInputEnabled()
- {
- OnCursorStateChange(CursorStateEnum.None);
- }
-
- ///
- /// Function for consuming the OnInputUp events
- ///
- ///
- public virtual void OnInputUp(InputEventData eventData)
- {
- if (Pointer != null && Pointer.OwnsInput(eventData))
- {
- IsInputSourceDown = false;
- }
- }
-
- ///
- /// Function for receiving OnInputDown events from InputManager
- ///
- ///
- public virtual void OnInputDown(InputEventData eventData)
- {
- if (Pointer != null && Pointer.OwnsInput(eventData))
- {
- IsInputSourceDown = true;
- }
- }
-
- ///
- /// Function for receiving OnInputClicked events from InputManager
- ///
- ///
- public virtual void OnInputClicked(InputClickedEventData eventData)
- {
- // Open input socket for other cool stuff...
- }
-
-
- ///
- /// Input source detected callback for the cursor
- ///
- ///
- public virtual void OnSourceDetected(SourceStateEventData eventData)
- {
- if (Pointer != null && Pointer.OwnsInput(eventData))
- {
- visibleHandsCount++;
- IsHandVisible = true;
- }
- }
-
-
- ///
- /// Input source lost callback for the cursor
- ///
- ///
- public virtual void OnSourceLost(SourceStateEventData eventData)
- {
- if (Pointer != null && Pointer.OwnsInput(eventData))
- {
- visibleHandsCount--;
- if (visibleHandsCount == 0)
- {
- IsHandVisible = false;
- IsInputSourceDown = false;
- }
- }
- }
-
- ///
- /// Internal update to check for cursor state changes
- ///
- private void UpdateCursorState()
- {
- CursorStateEnum newState = CheckCursorState();
- if (cursorState != newState)
- {
- OnCursorStateChange(newState);
- }
- }
-
- ///
- /// Virtual function for checking state changes.
- ///
- public virtual CursorStateEnum CheckCursorState()
- {
- if (cursorState != CursorStateEnum.Contextual)
- {
- if (IsInputSourceDown)
- {
- return CursorStateEnum.Select;
- }
- else if (cursorState == CursorStateEnum.Select)
- {
- return CursorStateEnum.Release;
- }
-
- if (IsHandVisible)
- {
- return TargetedObject != null ? CursorStateEnum.InteractHover : CursorStateEnum.Interact;
- }
- return TargetedObject != null ? CursorStateEnum.ObserveHover : CursorStateEnum.Observe;
- }
- return CursorStateEnum.Contextual;
- }
-
- ///
- /// Change the cursor state to the new state. Override in cursor implementations.
- ///
- ///
- public virtual void OnCursorStateChange(CursorStateEnum state)
- {
- cursorState = state;
- }
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs.meta
deleted file mode 100644
index b5c53a1..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/Cursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ec2dd3e33d633414fa40ca4fead4a3d6
-timeCreated: 1460564228
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs
deleted file mode 100644
index 8863e81..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs
+++ /dev/null
@@ -1,109 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Component that can be added to any game object with a collider to modify
- /// how a cursor reacts when on that collider.
- ///
- public class CursorModifier : MonoBehaviour, ICursorModifier
- {
- [Tooltip("Transform for which this cursor modifier applies its various properties.")]
- public Transform HostTransform;
-
- [Tooltip("How much a cursor should be offset from the surface of the object when overlapping.")]
- public Vector3 CursorOffset = Vector3.zero;
-
- [Tooltip("Direction of the cursor offset.")]
- public Vector3 CursorNormal = Vector3.back;
-
- [Tooltip("Scale of the cursor when looking at this object.")]
- public Vector3 CursorScaleOffset = Vector3.one;
-
- [Tooltip("Should the cursor snap to the object.")]
- public bool SnapCursor = false;
-
- [Tooltip("If true, the normal from the pointing vector will be used to orient the cursor " +
- "instead of the targeted object's normal at point of contact.")]
- public bool UseGazeBasedNormal = false;
-
- [Tooltip("Should the cursor be hiding when this object is focused.")]
- public bool HideCursorOnFocus = false;
-
- [Tooltip("Cursor animation parameters to set when this object is focused. Leave empty for none.")]
- public AnimatorParameter[] CursorParameters;
-
- private void Awake()
- {
- if (HostTransform == null)
- {
- HostTransform = transform;
- }
- }
-
- ///
- /// Return whether or not hide the cursor
- ///
- ///
- public bool GetCursorVisibility()
- {
- return HideCursorOnFocus;
- }
-
- public Vector3 GetModifiedPosition(ICursor cursor)
- {
- Vector3 position;
-
- if (SnapCursor)
- {
- // Snap if the targeted object has a cursor modifier that supports snapping
- position = HostTransform.position +
- HostTransform.TransformVector(CursorOffset);
- }
- else
- {
- FocusDetails focusDetails = FocusManager.Instance.GetFocusDetails(cursor.Pointer);
-
- // Else, consider the modifiers on the cursor modifier, but don't snap
- position = focusDetails.Point + HostTransform.TransformVector(CursorOffset);
- }
-
- return position;
- }
-
- public Quaternion GetModifiedRotation(ICursor cursor)
- {
- Quaternion rotation;
-
- RayStep lastStep = cursor.Pointer.Rays[cursor.Pointer.Rays.Length - 1];
- Vector3 forward = UseGazeBasedNormal ? -lastStep.direction : HostTransform.rotation * CursorNormal;
-
- // Determine the cursor forward
- if (forward.magnitude > 0)
- {
- rotation = Quaternion.LookRotation(forward, Vector3.up);
- }
- else
- {
- rotation = cursor.Rotation;
- }
-
- return rotation;
- }
-
- public Vector3 GetModifiedScale(ICursor cursor)
- {
- return CursorScaleOffset;
- }
-
- public void GetModifiedTransform(ICursor cursor, out Vector3 position, out Quaternion rotation, out Vector3 scale)
- {
- position = GetModifiedPosition(cursor);
- rotation = GetModifiedRotation(cursor);
- scale = GetModifiedScale(cursor);
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs.meta
deleted file mode 100644
index 2e5671b..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorModifier.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: b79c91d1ffb021347a4135df5ddd1efc
-timeCreated: 1470951870
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs
deleted file mode 100644
index dea95f0..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs
+++ /dev/null
@@ -1,46 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Enum for current cursor state
- ///
- public enum CursorStateEnum
- {
- ///
- /// Useful for releasing external override.
- /// See CursorStateEnum.Contextual
- ///
- None = -1,
- ///
- /// Not IsHandVisible
- ///
- Observe,
- ///
- /// Not IsHandVisible AND not IsInputSourceDown AND TargetedObject exists
- ///
- ObserveHover,
- ///
- /// IsHandVisible AND not IsInputSourceDown AND TargetedObject is NULL
- ///
- Interact,
- ///
- /// IsHandVisible AND not IsInputSourceDown AND TargetedObject exists
- ///
- InteractHover,
- ///
- /// IsHandVisible AND IsInputSourceDown
- ///
- Select,
- ///
- /// Available for use by classes that extend Cursor.
- /// No logic for setting Release state exists in the base Cursor class.
- ///
- Release,
- ///
- /// Allows for external override
- ///
- Contextual
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs.meta
deleted file mode 100644
index 648cfef..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/CursorStateEnum.cs.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: 78d634576f8144479d619e5db5293315
-timeCreated: 1507425148
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs
deleted file mode 100644
index 2af3201..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs
+++ /dev/null
@@ -1,39 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Cursor Interface for handling input events and setting visibility.
- ///
- public interface ICursor : IInputHandler, IInputClickHandler, ISourceStateHandler
- {
- ///
- /// The pointer this cursor is associated with.
- ///
- IPointingSource Pointer { get; }
-
- ///
- /// Position of the cursor.
- ///
- Vector3 Position { get; }
-
- ///
- /// Rotation of the cursor.
- ///
- Quaternion Rotation { get; }
-
- ///
- /// Local scale of the cursor.
- ///
- Vector3 LocalScale { get; }
-
- ///
- /// Sets the visibility of the cursor.
- ///
- /// True if cursor should be visible, false if not.
- void SetVisibility(bool visible);
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs.meta
deleted file mode 100644
index 1d540d5..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
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-timeCreated: 1477949420
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs
deleted file mode 100644
index 101506a..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs
+++ /dev/null
@@ -1,49 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Cursor Modifier Interface that provides basic overrides for cursor behavior.
- ///
- public interface ICursorModifier
- {
- ///
- /// Indicates whether the cursor should be visible or not.
- ///
- /// True if cursor should be visible, false if not.
- bool GetCursorVisibility();
-
- ///
- /// Returns the cursor position after considering this modifier.
- ///
- /// Cursor that is being modified.
- /// New position for the cursor
- Vector3 GetModifiedPosition(ICursor cursor);
-
- ///
- /// Returns the cursor rotation after considering this modifier.
- ///
- /// Cursor that is being modified.
- /// New rotation for the cursor
- Quaternion GetModifiedRotation(ICursor cursor);
-
- ///
- /// Returns the cursor local scale after considering this modifier.
- ///
- /// Cursor that is being modified.
- /// New local scale for the cursor
- Vector3 GetModifiedScale(ICursor cursor);
-
- ///
- /// Returns the modified transform for the cursor after considering this modifier.
- ///
- /// Cursor that is being modified.
- /// Modified position.
- /// Modified rotation.
- /// Modified scale.
- void GetModifiedTransform(ICursor cursor, out Vector3 position, out Quaternion rotation, out Vector3 scale);
- }
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs.meta
deleted file mode 100644
index c7c30d8..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ICursorModifier.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 822c0970b94b13a47801746b133830f5
-timeCreated: 1478108836
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs
deleted file mode 100644
index 0784c92..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs
+++ /dev/null
@@ -1,185 +0,0 @@
-using System.Collections;
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// A cursor that looks and acts more like the shell cursor.
- /// A two part cursor with visual feedback for all cursor states
- ///
- public class InteractiveMeshCursor : Cursor
- {
- [Tooltip("The ring or outer element")]
- public GameObject Ring;
-
- [Tooltip("Inner cursor element")]
- public GameObject Dot;
-
- [Tooltip("Point light")]
- public GameObject Light;
-
- [Tooltip("The scale factor to soften the distance scaling, we want the cursor to scale in the distance, but not disappear.")]
- public float DistanceScaleFactor = 0.3f;
-
- [Tooltip("The scale both elements will be at their default state")]
- public float DefaultScale = 0.75f;
-
- [Tooltip("The scale both elements will when pressed")]
- public float DownScale = 0.5f;
-
- [Tooltip("The scale both elements will a hand is visible")]
- public float UpScale = 1;
-
- [Tooltip("Time to scale between states")]
- public float ScaleTime = 0.5f;
-
- ///
- /// internal state and element management
- ///
- private float mTimer = 0;
-
- private bool mHasHover = false;
- private bool mHasHand = false;
- private bool mIsDown = false;
- private Vector3 mBaseScale = new Vector3(1, 1, 1);
- private Vector3 mTargetScale;
- private bool mIsVisible = true;
-
- private Vector3 mAwakeScale;
-
- private void Awake()
- {
- mAwakeScale = transform.localScale;
- }
-
- ///
- /// Decide which element (ring or dot) should be visible and at what scale
- ///
- ///
- public override void OnCursorStateChange(CursorStateEnum state)
- {
- base.OnCursorStateChange(state);
-
- // the cursor state has changed, reset the animation timer
- if (mHasHand != this.IsHandVisible || mIsDown != this.IsInputSourceDown || mHasHover != (this.TargetedObject != null))
- {
- mTimer = 0;
- }
-
- mHasHand = this.IsHandVisible;
- mIsDown = this.IsInputSourceDown;
- mHasHover = this.TargetedObject != null;
-
- mTargetScale = mBaseScale * DefaultScale;
- bool showRing = false;
-
- switch (state)
- {
- case CursorStateEnum.None:
- break;
- case CursorStateEnum.Observe:
- break;
- case CursorStateEnum.ObserveHover:
- showRing = true;
- break;
- case CursorStateEnum.Interact:
- showRing = true;
- mTargetScale = mBaseScale * DownScale;
- break;
- case CursorStateEnum.InteractHover:
- showRing = true;
- mTargetScale = mBaseScale * UpScale;
- break;
- case CursorStateEnum.Select:
- mTargetScale = mBaseScale * UpScale;
- break;
- case CursorStateEnum.Release:
- break;
- case CursorStateEnum.Contextual:
- break;
- default:
- break;
- }
-
- if (!mIsVisible)
- {
- return;
- }
-
- Ring.SetActive(showRing);
- Dot.SetActive(!showRing);
-
- // added observation of CursorModifier
- if (TargetedCursorModifier != null && mHasHover)
- {
- ElementVisibility(!TargetedCursorModifier.GetCursorVisibility());
- }
- }
-
- ///
- /// scale the cursor elements
- ///
- protected override void UpdateCursorTransform()
- {
- base.UpdateCursorTransform();
-
- // animate scale of ring and dot
- if (mTimer < ScaleTime)
- {
- mTimer += Time.deltaTime;
- if (mTimer > ScaleTime)
- {
- mTimer = ScaleTime;
- }
-
- Ring.transform.localScale = Vector3.Lerp(mBaseScale * DefaultScale, mTargetScale, mTimer/ScaleTime);
- Dot.transform.localScale = Vector3.Lerp(mBaseScale * DefaultScale, mTargetScale, mTimer / ScaleTime);
- }
-
- // handle scale of main cursor go
- float distance = Vector3.Distance(GazeManager.Instance.GazeOrigin, transform.position);
- float smoothscaling = 1 - DefaultCursorDistance * DistanceScaleFactor;
- transform.localScale = mAwakeScale * (distance * DistanceScaleFactor + smoothscaling);
- }
-
- ///
- /// override the base class for custom visibility
- ///
- ///
- public override void SetVisibility(bool visible)
- {
- base.SetVisibility(visible);
-
- mIsVisible = visible;
- ElementVisibility(visible);
-
- if (visible)
- {
- OnCursorStateChange(CursorState);
- }
- }
-
- ///
- /// controls the visibility of cursor elements in one place
- ///
- ///
- private void ElementVisibility(bool visible)
- {
- if (Ring != null)
- {
- Ring.SetActive(visible);
- }
-
- if (Dot != null)
- {
- Dot.SetActive(visible);
- }
-
- if (Light != null)
- {
- Light.SetActive(visible);
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs.meta
deleted file mode 100644
index ef59e10..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/InteractiveMeshCursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 169d15588dbd2704b827c111916f5be1
-timeCreated: 1484754908
-licenseType: Pro
-MonoImporter:
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- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs
deleted file mode 100644
index b13ad8f..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs
+++ /dev/null
@@ -1,86 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Object that represents a cursor in 3D space controlled by gaze.
- ///
- public class MeshCursor : Cursor
- {
- [Serializable]
- public struct MeshCursorDatum
- {
- public string Name;
- public CursorStateEnum CursorState;
- public Mesh CursorMesh;
- public Vector3 LocalScale;
- public Vector3 LocalOffset;
- }
-
- [SerializeField]
- public MeshCursorDatum[] CursorStateData;
-
- ///
- /// Sprite renderer to change. If null find one in children
- ///
- public MeshRenderer TargetRenderer;
-
- ///
- /// On enable look for a sprite renderer on children
- ///
- protected override void OnEnable()
- {
- if(TargetRenderer == null)
- {
- TargetRenderer = GetComponentInChildren();
- }
-
- base.OnEnable();
- }
-
- ///
- /// Override OnCursorState change to set the correct animation
- /// state for the cursor
- ///
- ///
- public override void OnCursorStateChange(CursorStateEnum state)
- {
- base.OnCursorStateChange(state);
-
- if (state != CursorStateEnum.Contextual)
- {
- for (int i = 0; i < CursorStateData.Length; i++)
- {
- if (CursorStateData[i].CursorState == state)
- {
- SetCursorState(CursorStateData[i]);
- }
- }
- }
- }
-
- ///
- /// Based on the type of state info pass it through to the mesh renderer
- ///
- ///
- private void SetCursorState(MeshCursorDatum stateDatum)
- {
- // Return if we do not have an animator
- if (TargetRenderer != null)
- {
- MeshFilter mf = TargetRenderer.gameObject.GetComponent();
- if(mf != null && stateDatum.CursorMesh != null)
- {
- mf.mesh = stateDatum.CursorMesh;
- }
-
- TargetRenderer.transform.localPosition = stateDatum.LocalOffset;
- TargetRenderer.transform.localScale = stateDatum.LocalScale;
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs.meta
deleted file mode 100644
index 1784d79..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/MeshCursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 5a03e90953147cf4e948462c10c01b31
-timeCreated: 1460564228
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
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- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs
deleted file mode 100644
index b536c2d..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs
+++ /dev/null
@@ -1,71 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// The object cursor can switch between different game objects based on its state.
- /// It simply links the game object to set to active with its associated cursor state.
- ///
- public class ObjectCursor : Cursor
- {
- [Serializable]
- public struct ObjectCursorDatum
- {
- public string Name;
- public CursorStateEnum CursorState;
- public GameObject CursorObject;
- }
-
- [SerializeField]
- public ObjectCursorDatum[] CursorStateData;
-
- ///
- /// Sprite renderer to change. If null find one in children
- ///
- public Transform ParentTransform;
-
- ///
- /// On enable look for a sprite renderer on children
- ///
- protected override void OnEnable()
- {
- if(ParentTransform == null)
- {
- ParentTransform = transform;
- }
- base.OnEnable();
- }
-
- ///
- /// Override OnCursorState change to set the correct animation
- /// state for the cursor
- ///
- ///
- public override void OnCursorStateChange(CursorStateEnum state)
- {
- base.OnCursorStateChange(state);
-
- if (state != CursorStateEnum.Contextual)
- {
- // Hide all children first
- for(int i = 0; i < ParentTransform.childCount; i++)
- {
- ParentTransform.GetChild(i).gameObject.SetActive(false);
- }
-
- // Set active any that match the current state
- for (int i = 0; i < CursorStateData.Length; i++)
- {
- if (CursorStateData[i].CursorState == state)
- {
- CursorStateData[i].CursorObject.SetActive(true);
- }
- }
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs.meta
deleted file mode 100644
index 68dcfeb..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/ObjectCursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: afa1ae235bc6cfa43addd1435e2fd822
-timeCreated: 1460564228
-licenseType: Pro
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- serializedVersion: 2
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- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs
deleted file mode 100644
index 39f7117..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs
+++ /dev/null
@@ -1,81 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Object that represents a cursor comprised of sprites and colors for each state
- ///
- public class SpriteCursor : Cursor
- {
- [Serializable]
- public struct SpriteCursorDatum
- {
- public string Name;
- public CursorStateEnum CursorState;
- public Sprite CursorSprite;
- public Color CursorColor;
- }
-
- [SerializeField]
- public SpriteCursorDatum[] CursorStateData;
-
- ///
- /// Sprite renderer to change. If null find one in children
- ///
- public SpriteRenderer TargetRenderer;
-
- ///
- /// On enable look for a sprite renderer on children
- ///
- protected override void OnEnable()
- {
- if(TargetRenderer == null)
- {
- TargetRenderer = GetComponentInChildren();
- }
-
- base.OnEnable();
- }
-
- ///
- /// Override OnCursorState change to set the correct sprite
- /// state for the cursor
- ///
- ///
- public override void OnCursorStateChange(CursorStateEnum state)
- {
- base.OnCursorStateChange(state);
-
- if (state != CursorStateEnum.Contextual)
- {
- for (int i = 0; i < CursorStateData.Length; i++)
- {
- if (CursorStateData[i].CursorState == state)
- {
- SetCursorState(CursorStateData[i]);
- }
- }
- }
- }
-
- ///
- /// Based on the type of state info pass it through to the sprite renderer
- ///
- ///
- private void SetCursorState(SpriteCursorDatum stateDatum)
- {
- // Return if we do not have an animator
- if (TargetRenderer != null)
- {
- TargetRenderer.sprite = stateDatum.CursorSprite;
- TargetRenderer.color = stateDatum.CursorColor;
- }
- }
-
- }
-
-}
\ No newline at end of file
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs.meta
deleted file mode 100644
index b7cc6fb..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Cursor/SpriteCursor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
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-timeCreated: 1460564228
-licenseType: Pro
-MonoImporter:
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- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor.meta
deleted file mode 100644
index 7ccfb4c..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 9230b89c8eef3f94f98f6cbee39b500f
-folderAsset: yes
-timeCreated: 1485458480
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs
deleted file mode 100644
index 58b12b2..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs
+++ /dev/null
@@ -1,18 +0,0 @@
-using UnityEditor;
-
-namespace HoloToolkit.Unity
-{
- public class EditorHandsMaterialInspector : ShaderGUI
- {
- public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] properties)
- {
- foreach (MaterialProperty materialProperty in properties)
- {
- if (materialProperty.flags != MaterialProperty.PropFlags.PerRendererData)
- {
- materialEditor.ShaderProperty(materialProperty, materialProperty.displayName);
- }
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs.meta
deleted file mode 100644
index 4599d59..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/EditorHandsMaterialInspector.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: b7cea557c59ff6e4992ef89d5e6a8091
-timeCreated: 1485458499
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs
deleted file mode 100644
index a964538..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs
+++ /dev/null
@@ -1,29 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEngine;
-using UnityEditor;
-
-namespace HoloToolkit.Unity.InputModule
-{
- [CustomPropertyDrawer(typeof(KeywordAndKeyCode))]
- public class KeywordAndKeyCodeDrawer : PropertyDrawer
- {
- public override void OnGUI(Rect rect, SerializedProperty property, GUIContent content)
- {
- EditorGUI.BeginProperty(rect, content, property);
-
- // calculate field rectangle with half of total drawer length for each
- float fieldWidth = rect.width * 0.5f;
- Rect keywordRect = new Rect(rect.x, rect.y, fieldWidth, rect.height);
- Rect keyCodeRect = new Rect(rect.x + fieldWidth, rect.y, fieldWidth, rect.height);
-
- // the Keyword field without label
- EditorGUI.PropertyField(keywordRect, property.FindPropertyRelative("Keyword"), GUIContent.none);
- // the KeyCode field without label
- EditorGUI.PropertyField(keyCodeRect, property.FindPropertyRelative("KeyCode"), GUIContent.none);
-
- EditorGUI.EndProperty();
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs.meta
deleted file mode 100644
index 9b17e76..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/KeywordAndKeyCodeDrawer.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 5d877fc560a8f724fba6dd6e12386516
-timeCreated: 1481795529
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityCameraManagerEditor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityCameraManagerEditor.cs
deleted file mode 100644
index 36607b9..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityCameraManagerEditor.cs
+++ /dev/null
@@ -1,72 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using HoloToolkit.Unity.InputModule;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolKit.Unity
-{
- [CustomEditor(typeof(MixedRealityCameraManager))]
- public class MixedRealityCameraManagerEditor : Editor
- {
- private SerializedProperty opaqueNearClip;
- private SerializedProperty opaqueClearFlags;
- private SerializedProperty opaqueBackgroundColor;
- private SerializedProperty opaqueQualityLevel;
-
- private SerializedProperty transparentNearClip;
- private SerializedProperty transparentClearFlags;
- private SerializedProperty transparentBackgroundColor;
- private SerializedProperty holoLensQualityLevel;
-
- private GUIContent nearClipTitle;
- private GUIContent clearFlagsTitle;
- private GUIStyle headerStyle;
-
- private void OnEnable()
- {
- opaqueNearClip = serializedObject.FindProperty("NearClipPlane_OpaqueDisplay");
- opaqueClearFlags = serializedObject.FindProperty("CameraClearFlags_OpaqueDisplay");
- opaqueBackgroundColor = serializedObject.FindProperty("BackgroundColor_OpaqueDisplay");
- opaqueQualityLevel = serializedObject.FindProperty("OpaqueQualityLevel");
-
- transparentNearClip = serializedObject.FindProperty("NearClipPlane_TransparentDisplay");
- transparentClearFlags = serializedObject.FindProperty("CameraClearFlags_TransparentDisplay");
- transparentBackgroundColor = serializedObject.FindProperty("BackgroundColor_TransparentDisplay");
- holoLensQualityLevel = serializedObject.FindProperty("HoloLensQualityLevel");
- }
-
- public override void OnInspectorGUI()
- {
- nearClipTitle = new GUIContent("Near Clip");
- clearFlagsTitle = new GUIContent("Clear Flags");
- headerStyle = new GUIStyle("label") { richText = true };
-
- serializedObject.Update();
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("Opaque Display Settings:", headerStyle);
- EditorGUILayout.PropertyField(opaqueNearClip, nearClipTitle);
- EditorGUILayout.PropertyField(opaqueClearFlags, clearFlagsTitle);
- if ((CameraClearFlags)opaqueClearFlags.intValue == CameraClearFlags.Color)
- {
- opaqueBackgroundColor.colorValue = EditorGUILayout.ColorField("Background Color", opaqueBackgroundColor.colorValue);
- }
-
- opaqueQualityLevel.intValue = EditorGUILayout.Popup("Quality Setting", opaqueQualityLevel.intValue, QualitySettings.names);
-
- EditorGUILayout.Space();
- EditorGUILayout.LabelField("Transparent Display Settings:", headerStyle);
- EditorGUILayout.PropertyField(transparentNearClip, nearClipTitle);
- EditorGUILayout.PropertyField(transparentClearFlags, clearFlagsTitle);
- if ((CameraClearFlags)transparentClearFlags.intValue == CameraClearFlags.Color)
- {
- transparentBackgroundColor.colorValue = EditorGUILayout.ColorField("Background Color", transparentBackgroundColor.colorValue);
- }
-
- holoLensQualityLevel.intValue = EditorGUILayout.Popup("Quality Setting", holoLensQualityLevel.intValue, QualitySettings.names);
-
- serializedObject.ApplyModifiedProperties();
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs
deleted file mode 100644
index 35922ce..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs
+++ /dev/null
@@ -1,88 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- [CustomEditor(typeof(MixedRealityTeleport))]
- public class MixedRealityTeleportEditor : Editor
- {
- private readonly GUIContent verticalRotationLabel = new GUIContent("Vertical Rotation", "Used to check the Horizontal Rotation and the intent of the user to rotate in that direction");
-
- private static MixedRealityTeleport mixedRealityTeleport;
- private static SerializedProperty teleportMakerPrefab;
- private static SerializedProperty useCustomMappingProperty;
- private static bool useCustomMapping;
- private static bool mappingOverride;
-
- private void OnEnable()
- {
- mixedRealityTeleport = (MixedRealityTeleport)target;
-
-
- teleportMakerPrefab = serializedObject.FindProperty("teleportMarker");
- useCustomMappingProperty = serializedObject.FindProperty("useCustomMapping");
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
-
- useCustomMapping = useCustomMappingProperty.boolValue;
-
- EditorGUILayout.LabelField("Teleport Options", new GUIStyle("Label") { fontStyle = FontStyle.Bold });
-
- mixedRealityTeleport.EnableTeleport = EditorGUILayout.Toggle("Enable Teleport", mixedRealityTeleport.EnableTeleport);
-
- mixedRealityTeleport.EnableStrafe = EditorGUILayout.Toggle("Enable Strafe", mixedRealityTeleport.EnableStrafe);
- mixedRealityTeleport.StrafeAmount = EditorGUILayout.FloatField("Strafe Amount", mixedRealityTeleport.StrafeAmount);
-
- mixedRealityTeleport.EnableRotation = EditorGUILayout.Toggle("Enable Rotation", mixedRealityTeleport.EnableRotation);
- mixedRealityTeleport.RotationSize = EditorGUILayout.FloatField("Rotation Amount", mixedRealityTeleport.RotationSize);
-
- EditorGUILayout.PropertyField(teleportMakerPrefab);
-
- EditorGUILayout.LabelField("Teleport Controller Mappings", new GUIStyle("Label") { fontStyle = FontStyle.Bold });
-
- // Use custom mappings if users have already edited their axis mappings
- if (!mappingOverride &&
- (mixedRealityTeleport.LeftThumbstickX != InputMappingAxisUtility.CONTROLLER_LEFT_STICK_HORIZONTAL && mixedRealityTeleport.LeftThumbstickX != string.Empty ||
- mixedRealityTeleport.LeftThumbstickY != InputMappingAxisUtility.CONTROLLER_LEFT_STICK_VERTICAL && mixedRealityTeleport.LeftThumbstickY != string.Empty ||
- mixedRealityTeleport.RightThumbstickX != InputMappingAxisUtility.CONTROLLER_RIGHT_STICK_HORIZONTAL && mixedRealityTeleport.RightThumbstickX != string.Empty ||
- mixedRealityTeleport.RightThumbstickY != InputMappingAxisUtility.CONTROLLER_RIGHT_STICK_VERTICAL && mixedRealityTeleport.RightThumbstickY != string.Empty))
- {
- useCustomMapping = true;
- }
-
- EditorGUI.BeginChangeCheck();
-
- useCustomMapping = EditorGUILayout.Toggle("Use Custom Mappings", useCustomMapping);
-
- if (EditorGUI.EndChangeCheck())
- {
- mappingOverride = !useCustomMapping;
- }
-
- useCustomMappingProperty.boolValue = useCustomMapping;
-
- if (useCustomMapping)
- {
- mixedRealityTeleport.LeftThumbstickX = EditorGUILayout.TextField("Horizontal Strafe", mixedRealityTeleport.LeftThumbstickX);
- mixedRealityTeleport.LeftThumbstickY = EditorGUILayout.TextField("Forward Movement", mixedRealityTeleport.LeftThumbstickY);
- mixedRealityTeleport.RightThumbstickX = EditorGUILayout.TextField("Horizontal Rotation", mixedRealityTeleport.RightThumbstickX);
- mixedRealityTeleport.RightThumbstickY = EditorGUILayout.TextField(verticalRotationLabel, mixedRealityTeleport.RightThumbstickY);
- }
- else
- {
- mixedRealityTeleport.HorizontalStrafe = (XboxControllerMappingTypes)EditorGUILayout.EnumPopup("Horizontal Strafe", mixedRealityTeleport.HorizontalStrafe);
- mixedRealityTeleport.ForwardMovement = (XboxControllerMappingTypes)EditorGUILayout.EnumPopup("Forward Movement", mixedRealityTeleport.ForwardMovement);
- mixedRealityTeleport.HorizontalRotation = (XboxControllerMappingTypes)EditorGUILayout.EnumPopup("Horizontal Rotation", mixedRealityTeleport.HorizontalRotation);
- mixedRealityTeleport.VerticalRotation = (XboxControllerMappingTypes)EditorGUILayout.EnumPopup(verticalRotationLabel, mixedRealityTeleport.VerticalRotation);
- }
-
- serializedObject.ApplyModifiedProperties();
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs.meta
deleted file mode 100644
index 14c64e1..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/MixedRealityTeleportEditor.cs.meta
+++ /dev/null
@@ -1,13 +0,0 @@
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diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs
deleted file mode 100644
index 98de7da..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs
+++ /dev/null
@@ -1,134 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System.Collections.Generic;
-using System.Linq;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- [CustomEditor(typeof(SpeechInputHandler))]
- public class SpeechInputHandlerEditor : Editor
- {
- private SerializedProperty keywordsProperty;
- private string[] registeredKeywords;
- private SerializedProperty isGlobalListenerProperty;
- private SerializedProperty persistentKeywordsProperty;
-
- private void OnEnable()
- {
- keywordsProperty = serializedObject.FindProperty("Keywords");
- isGlobalListenerProperty = serializedObject.FindProperty("IsGlobalListener");
- persistentKeywordsProperty = serializedObject.FindProperty("PersistentKeywords");
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
- EditorGUILayout.PropertyField(isGlobalListenerProperty);
- EditorGUILayout.PropertyField(persistentKeywordsProperty);
-
- registeredKeywords = RegisteredKeywords().Distinct().ToArray();
- ShowList(keywordsProperty);
- serializedObject.ApplyModifiedProperties();
-
- // error and warning messages
- if (keywordsProperty.arraySize == 0)
- {
- EditorGUILayout.HelpBox("No keywords have been assigned!", MessageType.Warning);
- }
- else
- {
- var handler = (SpeechInputHandler)target;
- string duplicateKeyword = handler.Keywords
- .GroupBy(keyword => keyword.Keyword.ToLower())
- .Where(group => group.Count() > 1)
- .Select(group => group.Key).FirstOrDefault();
-
- if (duplicateKeyword != null)
- {
- EditorGUILayout.HelpBox("Keyword '" + duplicateKeyword + "' is assigned more than once!", MessageType.Warning);
- }
- }
- }
-
- private static readonly GUIContent RemoveButtonContent = new GUIContent("-", "Remove keyword");
- private static readonly GUIContent AddButtonContent = new GUIContent("+", "Add keyword");
- private static readonly GUILayoutOption MiniButtonWidth = GUILayout.Width(20.0f);
-
- private void ShowList(SerializedProperty list)
- {
- EditorGUI.indentLevel++;
-
- // remove the keywords already assigned from the registered list
- var handler = (SpeechInputHandler)target;
- var availableKeywords = new string[0];
-
- if (handler.Keywords != null)
- {
- availableKeywords = registeredKeywords.Except(handler.Keywords.Select(keywordAndResponse => keywordAndResponse.Keyword)).ToArray();
- }
-
- // keyword rows
- for (int index = 0; index < list.arraySize; index++)
- {
- // the element
- SerializedProperty elementProperty = list.GetArrayElementAtIndex(index);
- EditorGUILayout.BeginHorizontal();
- bool elementExpanded = EditorGUILayout.PropertyField(elementProperty);
- GUILayout.FlexibleSpace();
- // the remove element button
- bool elementRemoved = GUILayout.Button(RemoveButtonContent, EditorStyles.miniButton, MiniButtonWidth);
-
- if (elementRemoved)
- {
- list.DeleteArrayElementAtIndex(index);
- }
-
- EditorGUILayout.EndHorizontal();
-
- if (!elementRemoved && elementExpanded)
- {
- SerializedProperty keywordProperty = elementProperty.FindPropertyRelative("Keyword");
- string[] keywords = availableKeywords.Concat(new[] { keywordProperty.stringValue }).OrderBy(keyword => keyword).ToArray();
- int previousSelection = ArrayUtility.IndexOf(keywords, keywordProperty.stringValue);
- int currentSelection = EditorGUILayout.Popup("Keyword", previousSelection, keywords);
-
- if (currentSelection != previousSelection)
- {
- keywordProperty.stringValue = keywords[currentSelection];
- }
-
- SerializedProperty responseProperty = elementProperty.FindPropertyRelative("Response");
- EditorGUILayout.PropertyField(responseProperty, true);
- }
- }
-
- // add button row
- EditorGUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
-
- // the add element button
- if (GUILayout.Button(AddButtonContent, EditorStyles.miniButton, MiniButtonWidth))
- {
- list.InsertArrayElementAtIndex(list.arraySize);
- }
-
- EditorGUILayout.EndHorizontal();
-
- EditorGUI.indentLevel--;
- }
-
- private static IEnumerable RegisteredKeywords()
- {
- foreach (SpeechInputSource source in FindObjectsOfType())
- {
- for (var i = 0; i < source.Keywords.Length; i++)
- {
- yield return source.Keywords[i].Keyword;
- }
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs.meta
deleted file mode 100644
index 37e0531..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputHandlerEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 978dacb7a2cc0fd45aba947d6d966484
-timeCreated: 1482245695
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs
deleted file mode 100644
index f62c713..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs
+++ /dev/null
@@ -1,92 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- [CustomEditor(typeof(SpeechInputSource))]
- public class SpeechInputSourceEditor : Editor
- {
- private SerializedProperty persistentKeywordsProperty;
- private SerializedProperty recognizerStart;
- private SerializedProperty confidenceLevel;
- private SerializedProperty keywordsAndKeys;
-
- private void OnEnable()
- {
- persistentKeywordsProperty = serializedObject.FindProperty("PersistentKeywords");
- recognizerStart = serializedObject.FindProperty("RecognizerStart");
- confidenceLevel = serializedObject.FindProperty("recognitionConfidenceLevel");
- keywordsAndKeys = serializedObject.FindProperty("Keywords");
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
-
- // Recognizer options
- EditorGUILayout.PropertyField(persistentKeywordsProperty);
- EditorGUILayout.PropertyField(recognizerStart);
- EditorGUILayout.PropertyField(confidenceLevel);
-
- // the Keywords field
- ShowList(keywordsAndKeys);
- serializedObject.ApplyModifiedProperties();
-
- // error and warning messages
- if (keywordsAndKeys.arraySize == 0)
- {
- EditorGUILayout.HelpBox("No keywords have been assigned!", MessageType.Warning);
- }
- }
-
- private static GUIContent removeButtonContent = new GUIContent("-", "Remove keyword");
- private static GUIContent addButtonContent = new GUIContent("+", "Add keyword");
- private static GUILayoutOption miniButtonWidth = GUILayout.Width(20.0f);
-
- private static void ShowList(SerializedProperty list)
- {
- // property name with expansion widget
- EditorGUILayout.PropertyField(list);
-
- if (list.isExpanded)
- {
- EditorGUI.indentLevel++;
-
- // header row
- EditorGUILayout.BeginHorizontal();
- EditorGUILayout.LabelField("Keyword");
- EditorGUILayout.LabelField("Key Shortcut");
- EditorGUILayout.EndHorizontal();
-
- // keyword rows
- for (int index = 0; index < list.arraySize; index++)
- {
- EditorGUILayout.BeginHorizontal();
- // the element
- EditorGUILayout.PropertyField(list.GetArrayElementAtIndex(index));
- // the remove element button
- if (GUILayout.Button(removeButtonContent, EditorStyles.miniButton, miniButtonWidth))
- {
- list.DeleteArrayElementAtIndex(index);
- }
- EditorGUILayout.EndHorizontal();
- }
-
- // add button row
- EditorGUILayout.BeginHorizontal();
- GUILayout.FlexibleSpace();
- // the add element button
- if (GUILayout.Button(addButtonContent, EditorStyles.miniButton, miniButtonWidth))
- {
- list.InsertArrayElementAtIndex(list.arraySize);
- }
- EditorGUILayout.EndHorizontal();
-
- EditorGUI.indentLevel--;
- }
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs.meta
deleted file mode 100644
index 676b61e..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/SpeechInputSourceEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: ea5e835211b0e9541ba1adb429d80ea3
-timeCreated: 1481793435
-licenseType: Free
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs
deleted file mode 100644
index 8306cd5..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs
+++ /dev/null
@@ -1,90 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEditor;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- [CustomEditor(typeof(XboxControllerInputSource))]
- public class XboxControllerInputSourceEditor : Editor
- {
- private SerializedProperty horizontalAxisProperty;
- private SerializedProperty verticalAxisProperty;
- private SerializedProperty submitButtonProperty;
- private SerializedProperty cancelButtonProperty;
- private SerializedProperty customMappingsProperty;
-
- private static bool useCustomMapping;
-
- private void OnEnable()
- {
- horizontalAxisProperty = serializedObject.FindProperty("horizontalAxis");
- verticalAxisProperty = serializedObject.FindProperty("verticalAxis");
- submitButtonProperty = serializedObject.FindProperty("submitButton");
- cancelButtonProperty = serializedObject.FindProperty("cancelButton");
- customMappingsProperty = serializedObject.FindProperty("mapping");
- }
-
- public override void OnInspectorGUI()
- {
- serializedObject.Update();
- EditorGUILayout.Space();
-
- EditorGUILayout.LabelField("Event System Overrides", new GUIStyle("Label") { fontStyle = FontStyle.Bold });
-
- EditorGUI.indentLevel++;
-
- EditorGUILayout.PropertyField(horizontalAxisProperty);
- EditorGUILayout.PropertyField(verticalAxisProperty);
- EditorGUILayout.PropertyField(submitButtonProperty);
- EditorGUILayout.PropertyField(cancelButtonProperty);
-
- EditorGUI.indentLevel--;
- EditorGUILayout.Space();
-
- EditorGUI.BeginChangeCheck();
-
- useCustomMapping = EditorGUILayout.Toggle("Use Custom Mapping", useCustomMapping);
-
- if (EditorGUI.EndChangeCheck())
- {
- customMappingsProperty.arraySize = Enum.GetNames(typeof(XboxControllerMappingTypes)).Length;
-
- for (int i = 0; i < customMappingsProperty.arraySize; i++)
- {
- customMappingsProperty.GetArrayElementAtIndex(i).FindPropertyRelative("Type").enumValueIndex = i;
- customMappingsProperty.GetArrayElementAtIndex(i).FindPropertyRelative("Value").stringValue = string.Empty;
- }
- }
-
- if (useCustomMapping)
- {
- ShowList(customMappingsProperty);
- }
-
- serializedObject.ApplyModifiedProperties();
- }
-
- private static void ShowList(SerializedProperty list)
- {
- EditorGUILayout.Space();
-
- list.isExpanded = true;
- EditorGUI.indentLevel++;
-
- for (int i = 0; i < list.arraySize; i++)
- {
- EditorGUILayout.BeginHorizontal();
- list.GetArrayElementAtIndex(i).FindPropertyRelative("Type").enumValueIndex = i;
- EditorGUILayout.LabelField(((XboxControllerMappingTypes)i).ToString());
- list.GetArrayElementAtIndex(i).FindPropertyRelative("Value").stringValue =
- EditorGUILayout.TextField(list.GetArrayElementAtIndex(i).FindPropertyRelative("Value").stringValue);
- EditorGUILayout.EndHorizontal();
- }
-
- EditorGUI.indentLevel--;
- }
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs.meta
deleted file mode 100644
index 89ad989..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Editor/XboxControllerInputSourceEditor.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 9746d77301599614e874ca00077b49b3
-timeCreated: 1504899848
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus.meta
deleted file mode 100644
index 02b42e3..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus.meta
+++ /dev/null
@@ -1,9 +0,0 @@
-fileFormatVersion: 2
-guid: 84c19ec6db7481f4dadda8cef6ac27ea
-folderAsset: yes
-timeCreated: 1485451351
-licenseType: Pro
-DefaultImporter:
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs
deleted file mode 100644
index 23eec78..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs
+++ /dev/null
@@ -1,20 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using UnityEngine;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// FocusDetails struct contains information about which game object has the focus currently.
- /// Also contains information about the normal of that point.
- ///
- [Serializable]
- public struct FocusDetails
- {
- public Vector3 Point;
- public Vector3 Normal;
- public GameObject Object;
- }
-}
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs.meta b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs.meta
deleted file mode 100644
index 8b06f54..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusDetails.cs.meta
+++ /dev/null
@@ -1,12 +0,0 @@
-fileFormatVersion: 2
-guid: 3977426194e8a4d498075e5601e35a53
-timeCreated: 1484363086
-licenseType: Pro
-MonoImporter:
- serializedVersion: 2
- defaultReferences: []
- executionOrder: 0
- icon: {instanceID: 0}
- userData:
- assetBundleName:
- assetBundleVariant:
diff --git a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusManager.cs b/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusManager.cs
deleted file mode 100644
index d0a2b9b..0000000
--- a/Standalone-Samples/AzureStorageDemoUnity3D/Assets/HoloToolkit/Input/Scripts/Focus/FocusManager.cs
+++ /dev/null
@@ -1,885 +0,0 @@
-// Copyright (c) Microsoft Corporation. All rights reserved.
-// Licensed under the MIT License. See LICENSE in the project root for license information.
-
-using System;
-using System.Collections.Generic;
-using UnityEngine;
-using UnityEngine.EventSystems;
-
-namespace HoloToolkit.Unity.InputModule
-{
- ///
- /// Focus manager is the bridge that handles different types of pointing sources like gaze cursor
- /// or pointing ray enabled motion controllers.
- /// If you don't have pointing ray enabled controllers, it defaults to GazeManager.
- ///
- public class FocusManager : Singleton
- {
- #region MonoBehaviour Implementation
-
- protected override void Awake()
- {
- base.Awake();
-
- if (registeredPointers != null)
- {
- for (int iPointer = 0; iPointer < registeredPointers.Length; iPointer++)
- {
- GameObject owner = registeredPointers[iPointer];
-
- if (owner == null)
- {
- Debug.LogError("AutoRegisteredPointers contains a null (\"None\") object.");
- break;
- }
-
- IPointingSource pointingSource = owner.GetComponent();
-
- if (pointingSource == null)
- {
- Debug.LogErrorFormat("AutoRegisteredPointers contains object \"{0}\" which is missing its {1} component.",
- owner.name,
- typeof(IPointingSource).Name
- );
- break;
- }
-
- RegisterPointer(pointingSource);
- }
- }
- }
-
- private void Start()
- {
- if (pointers.Count == 0 && autoRegisterGazePointerIfNoPointersRegistered && GazeManager.IsInitialized)
- {
- RegisterPointer(GazeManager.Instance);
- }
- }
-
- private void Update()
- {
- UpdatePointers();
- UpdateFocusedObjects();
- }
-
- #endregion
-
- #region Settings
-
- ///
- /// Maximum distance at which the pointer can collide with an object.
- ///
- [SerializeField]
- private float pointingExtent = 10f;
-
- ///
- /// The LayerMasks, in prioritized order, that are used to determine the HitObject when raycasting.
- ///
- /// Example Usage:
- ///
- /// Allow the cursor to hit SR, but first prioritize any DefaultRaycastLayers (potentially behind SR)
- ///
- /// int sr = LayerMask.GetMask("SR");
- /// int nonSR = Physics.DefaultRaycastLayers & ~sr;
- /// GazeManager.Instance.RaycastLayerMasks = new LayerMask[] { nonSR, sr };
- ///
- [SerializeField]
- [Tooltip("The LayerMasks, in prioritized order, that are used to determine the HitObject when raycasting.")]
- private LayerMask[] pointingRaycastLayerMasks = { Physics.DefaultRaycastLayers };
-
- [SerializeField]
- private GameObject[] registeredPointers = null;
-
- [SerializeField]
- private bool autoRegisterGazePointerIfNoPointersRegistered = true;
-
- [SerializeField]
- private bool debugDrawPointingRays = false;
-
- [SerializeField]
- private Color[] debugDrawPointingRayColors = null;
-
- #endregion
-
- #region Data
-
- private class PointerData : PointerResult
- {
- public readonly IPointingSource PointingSource;
-
- private PointerInputEventData pointerData;
- public PointerInputEventData UnityUIPointerData
- {
- get
- {
- if (pointerData == null)
- {
- pointerData = new PointerInputEventData(EventSystem.current);
- }
-
- return pointerData;
- }
- }
-
- public PointerData(IPointingSource pointingSource)
- {
- PointingSource = pointingSource;
- }
-
- [Obsolete("Use UpdateHit(RaycastHit hit, RayStep sourceRay, int rayStepIndex) or UpdateHit (float extent)")]
- public void UpdateHit(RaycastHit hit)
- {
- throw new NotImplementedException();
- }
-
- public void UpdateHit(RaycastHit hit, RayStep sourceRay, int rayStepIndex)
- {
- LastRaycastHit = hit;
- PreviousEndObject = End.Object;
- RayStepIndex = rayStepIndex;
-
- StartPoint = sourceRay.origin;
- End = new FocusDetails
- {
- Point = hit.point,
- Normal = hit.normal,
- Object = hit.transform.gameObject
- };
- }
-
- public void UpdateHit(RaycastResult result, RaycastHit hit, RayStep sourceRay, int rayStepIndex)
- {
- // We do not update the PreviousEndObject here because
- // it's already been updated in the first physics raycast.
-
- RayStepIndex = rayStepIndex;
- StartPoint = sourceRay.origin;
- End = new FocusDetails
- {
- Point = hit.point,
- Normal = hit.normal,
- Object = result.gameObject
- };
- }
-
- public void UpdateHit(float extent)
- {
- PreviousEndObject = End.Object;
-
- RayStep firstStep = PointingSource.Rays[0];
- RayStep finalStep = PointingSource.Rays[PointingSource.Rays.Length - 1];
- RayStepIndex = 0;
-
- StartPoint = firstStep.origin;
- End = new FocusDetails
- {
- Point = finalStep.terminus,
- Normal = (-finalStep.direction),
- Object = null
- };
- }
-
- public void ResetFocusedObjects(bool clearPreviousObject = true)
- {
- if (clearPreviousObject)
- {
- PreviousEndObject = null;
- }
-
- End = new FocusDetails
- {
- Point = End.Point,
- Normal = End.Normal,
- Object = null
- };
- }
- }
-
- private readonly List pointers = new List(0);
-
- ///
- /// GazeManager is a little special, so we keep track of it even if it's not a registered pointer. For the sake
- /// of StabilizationPlaneModifier and potentially other components that care where the user's looking, we need
- /// to do a gaze raycast even if gaze isn't used for focus.
- ///
- private PointerData gazeManagerPointingData;
-
- [Obsolete("Use GetGazePointerEventData or GetSpecificPointerEventData")]
- public PointerInputEventData UnityUIPointerEvent { get; private set; }
-
- private readonly HashSet pendingOverallFocusEnterSet = new HashSet();
- private readonly HashSet pendingOverallFocusExitSet = new HashSet();
- private readonly List pendingPointerSpecificFocusChange = new List();
-
- ///
- /// Cached vector 3 reference to the new raycast position.
- /// Only used to update UI raycast results.
- ///
- private Vector3 newUiRaycastPosition = Vector3.zero;
-
- ///
- /// Private uiRaycastCamera used primarily for UI pointer data.
- ///
- [SerializeField]
- private Camera uiRaycastCamera;
-
- ///
- /// The Camera the Event System uses to raycast against.
- /// Every uGUI canvas in your scene should use this camera as its event camera.
- ///
- public Camera UIRaycastCamera
- {
- get
- {
- if (uiRaycastCamera == null)
- {
- Debug.LogWarning("No UIRaycastCamera assigned! Falling back to the RaycastCamera.\n" +
- "It's highly recommended to use the RaycastCamera found on the EventSystem of this InputManager.");
- uiRaycastCamera = GetComponentInChildren();
- }
-
- return uiRaycastCamera;
- }
- }
-
- #endregion
-
- #region Accessors
-
- public void RegisterPointer(IPointingSource pointingSource)
- {
- Debug.Assert(pointingSource != null, "Can't register a pointer if you give us one.");
-
- int pointerIndex;
- PointerData pointer;
-
- if (TryGetPointerIndex(pointingSource, out pointerIndex))
- {
- // This pointing source is already registered and active.
- return;
- }
-
- if (pointingSource is GazeManager)
- {
- if (gazeManagerPointingData == null)
- {
- if (GazeManager.IsInitialized)
- {
- gazeManagerPointingData = new PointerData(GazeManager.Instance);
- }
- }
- else
- {
- Debug.Assert(ReferenceEquals(gazeManagerPointingData.PointingSource, GazeManager.Instance));
- gazeManagerPointingData.ResetFocusedObjects();
- }
-
- Debug.Assert(gazeManagerPointingData != null);
- pointer = gazeManagerPointingData;
- }
- else
- {
- pointer = new PointerData(pointingSource);
- }
-
- pointers.Add(pointer);
- }
-
- public void UnregisterPointer(IPointingSource pointingSource)
- {
- Debug.Assert(pointingSource != null, "Can't unregister a pointer if you give us one.");
-
- int pointerIndex;
- TryGetPointerIndex(pointingSource, out pointerIndex);
- Debug.Assert(pointerIndex >= 0, "Invalid pointer index!");
-
- PointerData pointer;
- GetPointerData(pointingSource, out pointer);
- Debug.Assert(pointer != null, "Attempting to unregister a pointer that was never registered!");
-
- // Should we be protecting against unregistering the GazeManager?
-
- pointers.RemoveAt(pointerIndex);
-
- // Raise focus events if needed:
-
- if (pointer.End.Object != null)
- {
- GameObject unfocusedObject = pointer.End.Object;
-
- bool objectIsStillFocusedByOtherPointer = false;
-
- for (int iOther = 0; iOther < pointers.Count; iOther++)
- {
- if (pointers[iOther].End.Object == unfocusedObject)
- {
- objectIsStillFocusedByOtherPointer = true;
- break;
- }
- }
-
- if (!objectIsStillFocusedByOtherPointer)
- {
- RaiseFocusExitedEvents(unfocusedObject);
- }
-
- RaisePointerSpecificFocusChangedEvents(pointer.PointingSource, unfocusedObject, null);
- }
- }
-
- public FocusDetails? TryGetFocusDetails(BaseEventData eventData)
- {
- for (int i = 0; i < pointers.Count; i++)
- {
- if (pointers[i].PointingSource.OwnsInput(eventData))
- {
- return pointers[i].End;
- }
- }
-
- return null;
- }
-
- public GameObject TryGetFocusedObject(BaseEventData eventData)
- {
- FocusDetails? details = TryGetFocusDetails(eventData);
-
- if (details == null)
- {
- return null;
- }
-
- IPointingSource pointingSource;
- TryGetPointingSource(eventData, out pointingSource);
- PointerInputEventData pointerInputEventData = GetSpecificPointerEventData(pointingSource);
-
- Debug.Assert(pointerInputEventData != null);
- pointerInputEventData.selectedObject = details.Value.Object;
-
- return details.Value.Object;
- }
-
- public bool TryGetPointingSource(BaseEventData eventData, out IPointingSource pointingSource)
- {
- for (int i = 0; i < pointers.Count; i++)
- {
- if (pointers[i].PointingSource.OwnsInput(eventData))
- {
- pointingSource = pointers[i].PointingSource;
- return true;
- }
- }
-
- pointingSource = null;
- return false;
- }
-
- public FocusDetails GetFocusDetails(IPointingSource pointingSource)
- {
- PointerData pointerData;
- FocusDetails details = default(FocusDetails);
-
- if (GetPointerData(pointingSource, out pointerData))
- {
- details = pointerData.End;
- }
-
- return details;
- }
-
- public GameObject GetFocusedObject(IPointingSource pointingSource)
- {
- PointerData pointerData;
- GameObject focusedObject = null;
-
- if (GetPointerData(pointingSource, out pointerData))
- {
- focusedObject = pointerData.End.Object;
- }
-
- return focusedObject;
- }
-
- ///
- /// Checks if exactly one pointer is registered and returns it if so.
- ///
- /// The registered pointer if exactly one is registered, null otherwise.
- public bool TryGetSinglePointer(out IPointingSource pointingSource)
- {
- if (pointers.Count == 1)
- {
- pointingSource = pointers[0].PointingSource;
- return true;
- }
-
- pointingSource = null;
- return false;
- }
-
- public delegate void FocusEnteredMethod(GameObject focusedObject);
- public event FocusEnteredMethod FocusEntered;
-
- public delegate void FocusExitedMethod(GameObject unfocusedObject);
- public event FocusExitedMethod FocusExited;
-
- public delegate void PointerSpecificFocusChangedMethod(IPointingSource pointer, GameObject oldFocusedObject, GameObject newFocusedObject);
- public event PointerSpecificFocusChangedMethod PointerSpecificFocusChanged;
-
- [Obsolete("Use either GetGazePointerEventData or GetSpecificPointerEventData")]
- public PointerInputEventData GetPointerEventData()
- {
- return GetGazePointerEventData();
- }
-
- public PointerInputEventData GetGazePointerEventData()
- {
- return gazeManagerPointingData.UnityUIPointerData;
- }
-
- public PointerInputEventData GetSpecificPointerEventData(IPointingSource pointer)
- {
- PointerData pointerEventData;
- return GetPointerData(pointer, out pointerEventData) ? pointerEventData.UnityUIPointerData : null;
- }
-
- public float GetPointingExtent(IPointingSource pointingSource)
- {
- return pointingSource.ExtentOverride ?? pointingExtent;
- }
-
- #endregion
-
- #region Utilities
-
- private void UpdatePointers()
- {
- bool gazeManagerIsRegistered = false;
-
- for (int iPointer = 0; iPointer < pointers.Count; iPointer++)
- {
- PointerData pointer = pointers[iPointer];
-
- if (pointer == gazeManagerPointingData)
- {
- gazeManagerIsRegistered = true;
- }
-
- UpdatePointer(pointer);
-
- if (debugDrawPointingRays)
- {
- Color rayColor;
-
- if ((debugDrawPointingRayColors != null) && (debugDrawPointingRayColors.Length > 0))
- {
- rayColor = debugDrawPointingRayColors[iPointer % debugDrawPointingRayColors.Length];
- }
- else
- {
- rayColor = Color.green;
- }
-
- Debug.DrawRay(pointer.StartPoint, (pointer.End.Point - pointer.StartPoint), rayColor);
- }
- }
-
- if (gazeManagerPointingData != null)
- {
- Debug.Assert(ReferenceEquals(gazeManagerPointingData.PointingSource, GazeManager.Instance));
-
- if (!gazeManagerIsRegistered)
- {
- UpdatePointer(gazeManagerPointingData);
- }
-
- GazeManager.Instance.UpdateHitDetails(gazeManagerPointingData.End, gazeManagerPointingData.LastRaycastHit, gazeManagerIsRegistered);
- }
- }
-
- private void UpdatePointer(PointerData pointer)
- {
- // Call the pointer's OnPreRaycast function
- // This will give it a chance to prepare itself for raycasts
- // eg, by building its Rays array
- pointer.PointingSource.OnPreRaycast();
-
- // If pointer interaction isn't enabled, clear its result object and return
- if (!pointer.PointingSource.InteractionEnabled)
- {
- // Don't clear the previous focused object since we still want to trigger FocusExit events
- pointer.ResetFocusedObjects(false);
- }
- else
- {
- // If the pointer is locked
- // Keep the focus objects the same
- // This will ensure that we execute events on those objects
- // even if the pointer isn't pointing at them
- if (!pointer.PointingSource.FocusLocked)
- {
- // Otherwise, continue
- var prioritizedLayerMasks = (pointer.PointingSource.PrioritizedLayerMasksOverride ?? pointingRaycastLayerMasks);
-
- // Perform raycast to determine focused object
- RaycastPhysics(pointer, prioritizedLayerMasks);
-
- // If we have a unity event system, perform graphics raycasts as well to support Unity UI interactions
- if (EventSystem.current != null)
- {
- // NOTE: We need to do this AFTER RaycastPhysics so we use the current hit point to perform the correct 2D UI Raycast.
- RaycastUnityUI(pointer, prioritizedLayerMasks);
- }
-
- // Set the pointer's result last
- pointer.PointingSource.Result = pointer;
- }
- }
-
- // Call the pointer's OnPostRaycast function
- // This will give it a chance to respond to raycast results
- // eg by updating its appearance
- pointer.PointingSource.OnPostRaycast();
- }
-
- ///
- /// Perform a Unity physics Raycast to determine which scene objects with a collider is currently being gazed at, if any.
- ///
- private void RaycastPhysics(PointerData pointer, LayerMask[] prioritizedLayerMasks)
- {
- bool isHit = false;
- int rayStepIndex = 0;
- RayStep rayStep = default(RayStep);
- RaycastHit physicsHit = default(RaycastHit);
-
- Debug.Assert(pointer.PointingSource.Rays != null, "No valid rays for " + pointer.GetType());
- Debug.Assert(pointer.PointingSource.Rays.Length > 0, "No valid rays for " + pointer.GetType());
-
- // Check raycast for each step in the pointing source
- for (int i = 0; i < pointer.PointingSource.Rays.Length; i++)
- {
- if (RaycastPhysicsStep(pointer.PointingSource.Rays[i], prioritizedLayerMasks, out physicsHit))
- {
- // Set the pointer source's origin ray to this step
- isHit = true;
- rayStep = pointer.PointingSource.Rays[i];
- rayStepIndex = i;
- // No need to continue once we've hit something
- break;
- }
- }
-
- if (isHit)
- {
- pointer.UpdateHit(physicsHit, rayStep, rayStepIndex);
- }
- else
- {
- pointer.UpdateHit(GetPointingExtent(pointer.PointingSource));
- }
- }
-
- private bool RaycastPhysicsStep(RayStep step, LayerMask[] prioritizedLayerMasks, out RaycastHit physicsHit)
- {
- bool isHit = false;
- physicsHit = default(RaycastHit);
-
- // If there is only one priority, don't prioritize
- if (prioritizedLayerMasks.Length == 1)
- {
- isHit = Physics.Raycast(step.origin, step.direction, out physicsHit, step.length, prioritizedLayerMasks[0]);
- }
- else
- {
- // Raycast across all layers and prioritize
- RaycastHit? hit = PrioritizeHits(Physics.RaycastAll(step.origin, step.direction, step.length, Physics.AllLayers), prioritizedLayerMasks);
- isHit = hit.HasValue;
-
- if (isHit)
- {
- physicsHit = hit.Value;
- }
- }
-
- return isHit;
- }
-
- private void RaycastUnityUI(PointerData pointer, LayerMask[] prioritizedLayerMasks)
- {
- Debug.Assert(pointer.End.Point != Vector3.zero, string.Format("No pointer {0} end point found to raycast against!", pointer.PointingSource.GetType()));
- Debug.Assert(UIRaycastCamera != null, "You must assign a UIRaycastCamera on the FocusManager before you can process uGUI raycasting.");
-
- RaycastResult uiRaycastResult = default(RaycastResult);
- bool overridePhysicsRaycast = false;
- RayStep rayStep = default(RayStep);
- int rayStepIndex = 0;
-
- Debug.Assert(pointer.PointingSource.Rays != null, "No valid rays for " + pointer.GetType());
- Debug.Assert(pointer.PointingSource.Rays.Length > 0, "No valid rays for " + pointer.GetType());
-
- // Cast rays for every step until we score a hit
- for (int i = 0; i < pointer.PointingSource.Rays.Length; i++)
- {
- if (RaycastUnityUIStep(pointer, pointer.PointingSource.Rays[i], prioritizedLayerMasks, out overridePhysicsRaycast, out uiRaycastResult))
- {
- rayStepIndex = i;
- rayStep = pointer.PointingSource.Rays[i];
- break;
- }
- }
-
- // Check if we need to overwrite the physics raycast info
- if ((pointer.End.Object == null || overridePhysicsRaycast) && uiRaycastResult.isValid && uiRaycastResult.module.eventCamera == UIRaycastCamera)
- {
- newUiRaycastPosition.x = uiRaycastResult.screenPosition.x;
- newUiRaycastPosition.y = uiRaycastResult.screenPosition.y;
- newUiRaycastPosition.z = uiRaycastResult.distance;
-
- Vector3 worldPos = UIRaycastCamera.ScreenToWorldPoint(newUiRaycastPosition);
-
- var hitInfo = new RaycastHit
- {
- point = worldPos,
- normal = -uiRaycastResult.gameObject.transform.forward
- };
-
- pointer.UpdateHit(uiRaycastResult, hitInfo, rayStep, rayStepIndex);
- }
- }
-
- private bool RaycastUnityUIStep(PointerData pointer, RayStep step, LayerMask[] prioritizedLayerMasks, out bool overridePhysicsRaycast, out RaycastResult uiRaycastResult)
- {
- // Move the uiRaycast camera to the current pointer's position.
- UIRaycastCamera.transform.position = step.origin;
- UIRaycastCamera.transform.forward = step.direction;
-
- // We always raycast from the center of the camera.
- pointer.UnityUIPointerData.position = new Vector2(UIRaycastCamera.pixelWidth * 0.5f, UIRaycastCamera.pixelHeight * 0.5f);
-
- // Graphics raycast
- uiRaycastResult = EventSystem.current.Raycast(pointer.UnityUIPointerData, prioritizedLayerMasks);
- pointer.UnityUIPointerData.pointerCurrentRaycast = uiRaycastResult;
-
- overridePhysicsRaycast = false;
-
- // If we have a raycast result, check if we need to overwrite the physics raycast info
- if (uiRaycastResult.gameObject != null)
- {
- if (pointer.End.Object != null)
- {
- // Check layer prioritization
- if (prioritizedLayerMasks.Length > 1)
- {
- // Get the index in the prioritized layer masks
- int uiLayerIndex = uiRaycastResult.gameObject.layer.FindLayerListIndex(prioritizedLayerMasks);
- int threeDLayerIndex = pointer.LastRaycastHit.collider.gameObject.layer.FindLayerListIndex(prioritizedLayerMasks);
-
- if (threeDLayerIndex > uiLayerIndex)
- {
- overridePhysicsRaycast = true;
- }
- else if (threeDLayerIndex == uiLayerIndex)
- {
- if (pointer.LastRaycastHit.distance > uiRaycastResult.distance)
- {
- overridePhysicsRaycast = true;
- }
- }
- }
- else
- {
- if (pointer.LastRaycastHit.distance > uiRaycastResult.distance)
- {
- overridePhysicsRaycast = true;
- }
- }
- }
- // If we've hit something, no need to go further
- return true;
- }
- // If we haven't hit something, keep going
- return false;
- }
-
- private void UpdateFocusedObjects()
- {
- Debug.Assert(pendingPointerSpecificFocusChange.Count == 0);
- Debug.Assert(pendingOverallFocusExitSet.Count == 0);
- Debug.Assert(pendingOverallFocusEnterSet.Count == 0);
-
- // NOTE: We compute the set of events to send before sending the first event
- // just in case someone responds to the event by adding/removing a
- // pointer which would change the structures we're iterating over.
-
- for (int iPointer = 0; iPointer < pointers.Count; iPointer++)
- {
- PointerData pointer = pointers[iPointer];
-
- if (pointer.PreviousEndObject != pointer.End.Object)
- {
- pendingPointerSpecificFocusChange.Add(pointer);
-
- // Initially, we assume all pointer-specific focus changes will result
- // also result in an overall focus change...
-
- if (pointer.PreviousEndObject != null)
- {
- pendingOverallFocusExitSet.Add(pointer.PreviousEndObject);
- }
-
- if (pointer.End.Object != null)
- {
- pendingOverallFocusEnterSet.Add(pointer.End.Object);
- }
- }
- }
-
- // ... but now we trim out objects whose overall focus was maintained the same by a different pointer:
-
- for (int iPointer = 0; iPointer < pointers.Count; iPointer++)
- {
- PointerData pointer = pointers[iPointer];
-
- pendingOverallFocusExitSet.Remove(pointer.End.Object);
-
- pendingOverallFocusEnterSet.Remove(pointer.PreviousEndObject);
- }
-
- // Now we raise the events:
-
- foreach (GameObject exit in pendingOverallFocusExitSet)
- {
- RaiseFocusExitedEvents(exit);
- }
-
- foreach (GameObject enter in pendingOverallFocusEnterSet)
- {
- RaiseFocusEnteredEvents(enter);
- }
-
- for (int iChange = 0; iChange < pendingPointerSpecificFocusChange.Count; iChange++)
- {
- PointerData change = pendingPointerSpecificFocusChange[iChange];
-
- RaisePointerSpecificFocusChangedEvents(change.PointingSource, change.PreviousEndObject, change.End.Object);
- }
-
- pendingOverallFocusEnterSet.Clear();
- pendingOverallFocusExitSet.Clear();
- pendingPointerSpecificFocusChange.Clear();
- }
-
- private void RaiseFocusExitedEvents(GameObject unfocusedObject)
- {
- InputManager.Instance.RaiseFocusExit(unfocusedObject);
- //Debug.Log("Focus Exit: " + unfocusedObject.name);
- if (FocusExited != null)
- {
- FocusExited(unfocusedObject);
- }
- }
-
- private void RaiseFocusEnteredEvents(GameObject focusedObject)
- {
- InputManager.Instance.RaiseFocusEnter(focusedObject);
- //Debug.Log("Focus Enter: " + focusedObject.name);
- if (FocusEntered != null)
- {
- FocusEntered(focusedObject);
- }
- }
-
- private void RaisePointerSpecificFocusChangedEvents(IPointingSource pointer, GameObject oldFocusedObject, GameObject newFocusedObject)
- {
- InputManager.Instance.RaisePointerSpecificFocusChangedEvents(pointer, oldFocusedObject, newFocusedObject);
-
- if (PointerSpecificFocusChanged != null)
- {
- PointerSpecificFocusChanged(pointer, oldFocusedObject, newFocusedObject);
- }
- }
-
- private bool GetPointerData(IPointingSource pointingSource, out PointerData pointerData)
- {
- int pointerIndex;
-
- if (TryGetPointerIndex(pointingSource, out pointerIndex))
- {
- pointerData = pointers[pointerIndex];
- return true;
- }
-
- pointerData = null;
- return false;
- }
-
- private bool TryGetPointerIndex(IPointingSource pointingSource, out int pointerIndex)
- {
- for (int i = 0; i < pointers.Count; i++)
- {
- if (pointingSource == pointers[i].PointingSource)
- {
- pointerIndex = i;
- return true;
- }
- }
-
- pointerIndex = -1;
- return false;
- }
-
- private RaycastHit? PrioritizeHits(RaycastHit[] hits, LayerMask[] layerMasks)
- {
- if (hits.Length == 0)
- {
- return null;
- }
-
- // Return the minimum distance hit within the first layer that has hits.
- // In other words, sort all hit objects first by layerMask, then by distance.
- for (int layerMaskIdx = 0; layerMaskIdx < layerMasks.Length; layerMaskIdx++)
- {
- RaycastHit? minHit = null;
-
- for (int hitIdx = 0; hitIdx < hits.Length; hitIdx++)
- {
- RaycastHit hit = hits[hitIdx];
- if (hit.transform.gameObject.layer.IsInLayerMask(layerMasks[layerMaskIdx]) &&
- (minHit == null || hit.distance < minHit.Value.distance))
- {
- minHit = hit;
- }
- }
-
- if (minHit != null)
- {
- return minHit;
- }
- }
-
- return null;
- }
-
- ///
- /// Helper for assigning world space canvases event cameras.
- /// Can be used at runtime.
- ///
- public void UpdateCanvasEventSystems()
- {
- Debug.Assert(UIRaycastCamera != null, "You must assign a UIRaycastCamera on the FocusManager before updating your canvases.");
-
- // This will also find disabled GameObjects in the scene.
- var sceneCanvases = Resources.FindObjectsOfTypeAll