Updated readme and UI placement update for AIM / GIM

--HG--
branch : develop_4.6
pull/413/head
Simon (darkside) Jackson 2015-10-09 20:26:03 +01:00
parent b9a268767c
commit 4b63e87664
3 changed files with 17 additions and 6 deletions

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@ -69,6 +69,10 @@ Layout | Description | Menu Command | Component Command | Notes | Credits
**FlowLayoutGroup** | A more rugged grid style layout group || Layout / Extensions / Flow Layout Group | [Example Video](https://www.youtube.com/watch?v=tMe_3tJTZvc) | Simie
**RadialLayout** | A radial layout system || Layout / Extensions / Radial Layout |[tutorial video](https://www.youtube.com/watch?v=iUlk0d2RDMs)| Danny Goodayle
**TileSizeFitter** | A fitter layout that will shink / expand content by tiles || Layout / Extensions / TileSizeFitter |[tutorial video](https://www.youtube.com/watch?v=AkQNWl8mnxg)| Ges
**ScrollSnap** | An alternate scroll snap control supporting both Horizontal and Vertial layous in one control | UI / Extensions / Fixed Item Scroll / Snap Horizontal Single Item||| xesenix
|| UI / Extensions / Fixed Item Scroll / Snap Horizontal Multiple Item||| xesenix
|| UI / Extensions / Fixed Item Scroll / Snap Vertical Single Item||| xesenix
|| UI / Extensions / Fixed Item Scroll / Snap Vertical Multiple Item||| xesenix
## Effect components ##
@ -84,6 +88,7 @@ Effect | Description | Component Command | Notes | Credits
**RaycastMask** | An example of an enhanced mask component able to work with the image data. Enables picking on image parts and not just the Rect Transform | UI / Effects / Extensions / Raycast Mask | | senritsu
**UIFlippable** | Image component effect to flip the graphic | UI / Effects / Extensions / UI Flippable | | ChoMPHi
## VR Components##
=======================
@ -93,6 +98,14 @@ Component | Description | Component Command | Notes | Credits
**VRInputModule** | Input module to support the VR Cursor | Event / Vr Input Module | | Ralph Barbagallo
## Input Modules ##
=======================
Component | Description | Component Command | Notes | Credits
--------- | -------------- | ---------------------------- | ------- | ------
**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | Event / Extensions / Aimer Input Module | | Chris Trueman
**GamePadInputModule** | Stripped down SIM Input module for just gamepad/keybord input | Event / Extensions / GamePad Input Module | | Simon (darkside) Jackson
## Additional Components##
=======================
@ -107,7 +120,6 @@ Component | Description | Component Command | Notes | Credits
**InputFocus** | Enhanced InputField control for forms, enables Enter to submit and other features | UI / Extensions / InputFocus | | Zelek
**ImageExtended** | Improved Image control with rotation support and use of filled type without an Image (useful for masks) | UI / Extensions / Image Extended | | Ges
**UIScrollToSelection** | Enables a ScrollRect to scroll based on the selected child automatically | UI / Extensions / UIScrollToSelection | | zero3growlithe
**AimerInputModule** | Replacement Input module to allow for a reciclue to interace with WorldSpace canvas UI | UI / Extensions / Aimer Input Module | | Chris Trueman
**UISelectableExtension** | Refactor of original UI Button control, can now add Press/Release and Hold events to any Selectable control | UI / Extensions / UI Selectable Extension | | AriathTheWise / Simon Jackson
**switchToRectTransform** | RectTransform extension method to move one Rect to another | N/A | | Izitmee

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@ -4,7 +4,7 @@
namespace UnityEngine.EventSystems.Extensions
{
[RequireComponent(typeof(EventSystem))]
[AddComponentMenu("UI/Extensions/Aimer Input Module")]
[AddComponentMenu("Event/Extensions/Aimer Input Module")]
public class AimerInputModule : PointerInputModule
{
/// <summary>

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@ -1,9 +1,9 @@
using System;
using UnityEngine.Serialization;
/// Credit Simon (darkside) Jackson
/// Sourced from - UI SIM source and My Brain
namespace UnityEngine.EventSystems
{
[AddComponentMenu("Event/GamePad Input Module")]
[AddComponentMenu("Event/Extensions/GamePad Input Module")]
public class GamePadInputModule : BaseInputModule
{
private float m_PrevActionTime;
@ -203,7 +203,6 @@ namespace UnityEngine.EventSystems
if (!allow)
return false;
// Debug.Log(m_ProcessingEvent.rawType + " axis:" + m_AllowAxisEvents + " value:" + "(" + x + "," + y + ")");
var axisEventData = GetAxisEventData(movement.x, movement.y, 0.6f);
ExecuteEvents.Execute(eventSystem.currentSelectedGameObject, axisEventData, ExecuteEvents.moveHandler);
if (!similarDir)