/// All the Input Action Rules for <see href="https://docs.unity3d.com/ScriptReference/Vector2.html">Vector2</see> based <see cref="MixedRealityInputAction"/>s
/// All the Input Action Rules for <see href="https://docs.unity3d.com/ScriptReference/Vector3.html">Vector3</see> based <see cref="MixedRealityInputAction"/>s
/// All the Input Action Rules for <see href="https://docs.unity3d.com/ScriptReference/Quaternion.html">Quaternion</see> based <see cref="MixedRealityInputAction"/>s
/// All the Input Action Rules for <see cref="Microsoft.MixedReality.Toolkit.Utilities.MixedRealityPose"/> based <see cref="MixedRealityInputAction"/>s
[Tooltip("If true, eye-based tracking will be used as gaze input when available. Requires the 'Gaze Input' permission and device eye calibration to have been run.")]
privateboolisEyeTrackingEnabled=false;
/// <summary>
/// If true, eye-based tracking will be used as gaze input when available.
/// </summary>
publicboolIsEyeTrackingEnabled
{
get{returnisEyeTrackingEnabled;}
internalset{isEyeTrackingEnabled=value;}
}
[SerializeField]
[Tooltip("The Pointer options for this profile.")]
[Tooltip("The concrete Pointer Mediator component to use. This is a component that mediates all pointers in system, disabling / enabling them based on the state of other pointers.")]
privateSystemTypepointerMediator=null;
/// <summary>
/// The concrete Pointer Mediator component to use.
/// This is a component that mediates all pointers in system, disabling / enabling them based on the state of other pointers.
[Tooltip("The type of Controller this pointer can be attached to at runtime.")]
privateSupportedControllerTypecontrollerType;
/// <summary>
/// The type of Controller this pointer can be attached to at runtime.
/// </summary>
/// <remarks>If <see cref="Microsoft.MixedReality.Toolkit.Utilities.Handedness.None"/> is selected, then it will attach to any controller type</remarks>
[Tooltip("Defines valid hand(s) to create the pointer prefab on.")]
privateHandednesshandedness;
/// <summary>
/// Defines valid hand(s) to create the pointer prefab on.
/// </summary>
publicHandednessHandedness=>handedness;
[SerializeField]
[Tooltip("The prefab with an IMixedRealityPointer component to create when a valid controller becomes available.")]
privateGameObjectpointerPrefab;
/// <summary>
/// The prefab with an <see cref="Microsoft.MixedReality.Toolkit.Input.IMixedRealityPointer"/> component to create when a valid controller becomes available.
/// Copy of Unity's <see href="https://docs.unity3d.com/ScriptReference/XR.WSA.Input.GestureSettings.html">GestureSettings</see>
/// </summary>
[Flags]
publicenumWindowsGestureSettings
{
/// <summary>
/// <para>Enable support for the tap gesture.</para>
/// </summary>
Tap=1<<0,// HEX: 0x00000001 | Decimal: 1
/// <summary>
/// <para>Enable support for the double-tap gesture.</para>
/// </summary>
DoubleTap=1<<1,// HEX: 0x00000002 | Decimal: 2
/// <summary>
/// <para>Enable support for the hold gesture.</para>
/// </summary>
Hold=1<<2,// HEX: 0x00000004 | Decimal: 4
/// <summary>
/// <para>Enable support for the manipulation gesture which tracks changes to the hand's position. This gesture is relative to the start position of the gesture and measures an absolute movement through the world.</para>