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using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Laptop : MonoBehaviour, IMixedRealityTouchHandler
{
public List<GameObject> uiElements; // Liste fr alle bergeordneten UI-Elemente (TextMeshPro und Buttons)
void Start()
{
SetElementsVisibility(false); // Initial unsichtbar
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
SetElementsVisibility(true); // Sichtbar machen
}
public void OnTouchCompleted(HandTrackingInputEventData eventData)
{
SetElementsVisibility(false); // Wieder unsichtbar machen
}
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
void SetElementsVisibility(bool isVisible)
{
foreach (var element in uiElements)
{
SetVisibilityRecursive(element, isVisible);
}
}
void SetVisibilityRecursive(GameObject obj, bool isVisible)
{
// TextMeshPro-Komponente
TextMeshPro textMeshPro = obj.GetComponent<TextMeshPro>();
if (textMeshPro != null)
{
textMeshPro.color = new Color(textMeshPro.color.r, textMeshPro.color.g, textMeshPro.color.b, isVisible ? 1.0f : 0.0f);
}
// Renderer-Komponente (fr andere visuelle Elemente)
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
renderer.enabled = isVisible;
}
// Weitere UI-Komponenten
var graphic = obj.GetComponent<UnityEngine.UI.Graphic>();
if (graphic != null)
{
graphic.color = new Color(graphic.color.r, graphic.color.g, graphic.color.b, isVisible ? 1.0f : 0.0f);
}
// Rekursiv fr alle Kinderobjekte
foreach (Transform child in obj.transform)
{
SetVisibilityRecursive(child.gameObject, isVisible);
}
}
}
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using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class MID : MonoBehaviour, IMixedRealityTouchHandler
{
public List<GameObject> uiElements; // Liste fr alle bergeordneten UI-Elemente (TextMeshPro und Buttons)
void Start()
{
SetElementsVisibility(false); // Initial unsichtbar
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
SetElementsVisibility(true); // Sichtbar machen
}
public void OnTouchCompleted(HandTrackingInputEventData eventData)
{
SetElementsVisibility(false); // Wieder unsichtbar machen
}
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
void SetElementsVisibility(bool isVisible)
{
foreach (var element in uiElements)
{
SetVisibilityRecursive(element, isVisible);
}
}
void SetVisibilityRecursive(GameObject obj, bool isVisible)
{
// TextMeshPro-Komponente
TextMeshPro textMeshPro = obj.GetComponent<TextMeshPro>();
if (textMeshPro != null)
{
textMeshPro.color = new Color(textMeshPro.color.r, textMeshPro.color.g, textMeshPro.color.b, isVisible ? 1.0f : 0.0f);
}
// Renderer-Komponente (fr andere visuelle Elemente)
Renderer renderer = obj.GetComponent<Renderer>();
if (renderer != null)
{
renderer.enabled = isVisible;
}
// Weitere UI-Komponenten
var graphic = obj.GetComponent<UnityEngine.UI.Graphic>();
if (graphic != null)
{
graphic.color = new Color(graphic.color.r, graphic.color.g, graphic.color.b, isVisible ? 1.0f : 0.0f);
}
// Rekursiv fr alle Kinderobjekte
foreach (Transform child in obj.transform)
{
SetVisibilityRecursive(child.gameObject, isVisible);
}
}
}
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using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using TMPro;
public class Notizzettel : MonoBehaviour, IMixedRealityTouchHandler
{
public TextMeshPro textMesh;
void Start()
{
SetTextVisibility(false); // Initial unsichtbar
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
SetTextVisibility(true); // Sichtbar machen
}
public void OnTouchCompleted(HandTrackingInputEventData eventData)
{
SetTextVisibility(false); // Wieder unsichtbar machen
}
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
void SetTextVisibility(bool isVisible)
{
if (isVisible)
{
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}
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{
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}
}
}
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using Microsoft.MixedReality.Toolkit.Input;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour, IMixedRealityTouchHandler
{
void Start()
{
}
public void OnTouchStarted(HandTrackingInputEventData eventData)
{
Debug.Log("hi");
}
public void OnTouchCompleted(HandTrackingInputEventData eventData) { }
public void OnTouchUpdated(HandTrackingInputEventData eventData) { }
// Start is called before the first frame update
// Update is called once per frame
void Update()
{
}
}
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