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David Kline
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Merge pull request #3508 from keveleigh/spell-check
Pre-beta2 spell check pass
2 parents c36b0e7 + 39c731f commit 0c0152f

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40 files changed

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-74
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40 files changed

+73
-74
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Assets/MixedRealityToolkit.Examples/Demos/Diagnostics/Scripts/DiagnosticsDemoControls.cs

Lines changed: 1 addition & 1 deletion
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@@ -19,7 +19,7 @@ private async void Start()
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await new WaitUntil(() => MixedRealityToolkit.DiagnosticsSystem != null);
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// Turn on the diagnotic visualizations for this demo.
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// Turn on the diagnostic visualizations for this demo.
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MixedRealityToolkit.DiagnosticsSystem.ShowDiagnostics = true;
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}
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Assets/MixedRealityToolkit.Examples/Demos/Utilities/InspectorFields/Inspectors/InspectorFieldsExampleInspector.cs

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@@ -41,7 +41,7 @@ public override void OnInspectorGUI()
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serializedObject.ApplyModifiedProperties();
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// to apply during runtime - only needed for monobehaviors
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// to apply during runtime - only needed for MonoBehaviours
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InspectorGenericFields<InspectorFieldsExample>.LoadSettings(example, example.Settings);
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}
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}

Assets/MixedRealityToolkit.Examples/Demos/Utilities/InspectorFields/Scripts/InspectorFieldsExample.cs

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@@ -11,7 +11,7 @@ namespace Microsoft.MixedReality.Toolkit.Core.Utilities.InspectorFields
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/// Example of using InspectorFields attributes in a class to create custom inspectors
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/// This is on approach for building complex inspectors that need to be customized or the need to overcome lack of polymorphism support
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/// They provide a way to create one inspector for multiple classes
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/// Example: Create a monobehavior or scriptable object with a custom inspector.
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/// Example: Create a MonoBehaviour or scriptable object with a custom inspector.
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/// The functionality or settings can be changed by assigning a custom script to the object
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/// Use InspectorFields to render the custom properties inside the custom script in the inspector
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/// When the app launches, copy the properties to the new instance of the script

Assets/MixedRealityToolkit.SDK/Features/Input/Handlers/ManipulationHandler.cs

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@@ -88,7 +88,7 @@ private enum State
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private GazeHandHelper gazeHandHelper;
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#endregion
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#region Monobehaviour Functions
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#region MonoBehaviour Functions
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private void Awake()
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{
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gazeHandHelper = new GazeHandHelper();
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UpdateStateMachine();
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}
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}
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#endregion Monobehaviour Functions
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#endregion MonoBehaviour Functions
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#region Private Methods
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private void SetManipulationMode(TwoHandedManipulation mode)

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Interactable.cs

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@@ -23,7 +23,7 @@ namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable
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{
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/// <summary>
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/// Uses input and action data to declare a set of states
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/// Maintains a collection of themes that react to state changes and provide scensory feedback
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/// Maintains a collection of themes that react to state changes and provide sensory feedback
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/// Passes state information and input data on to receivers that detect patterns and does stuff.
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/// </summary>
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@@ -76,7 +76,7 @@ public class Interactable : MonoBehaviour, IMixedRealityFocusHandler, IMixedReal
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/// </summary>
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public bool FocusEnabled { get { return !IsGlobal; } set { IsGlobal = !value; } }
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// list of profiles can match themes with gameObjects
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// list of profiles can match themes with GameObjects
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public List<InteractableProfileItem> Profiles = new List<InteractableProfileItem>();
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// Base onclick event
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public UnityEvent OnClick;
@@ -117,10 +117,10 @@ public class Interactable : MonoBehaviour, IMixedRealityFocusHandler, IMixedReal
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protected State lastState;
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protected bool wasDisabled = false;
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// cache of current dimenion
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// cache of current dimension
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protected int dimensionIndex = 0;
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// allows for switching colliders without firing a lose focus imediately
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// allows for switching colliders without firing a lose focus immediately
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// for advanced controls like drop-downs
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protected float rollOffTime = 0.25f;
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protected float rollOffTimer = 0.25f;
@@ -782,7 +782,7 @@ public void SetDimensionIndex(int index)
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}
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/// <summary>
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/// internal deminsion cycling
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/// internal dimension cycling
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/// </summary>
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protected void IncreaseDimensionIndex()
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{
@@ -975,7 +975,7 @@ public void OnSpeechKeywordRecognized(SpeechEventData eventData)
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/// <summary>
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/// Setup voice commands from component VoiceCommand input field
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/// Supports toggles using a comma to seperate keywords, no spaces please
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/// Supports toggles using a comma to separate keywords, no spaces please
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/// </summary>
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protected void SetupVoiceCommand()
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{

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Layout/ButtonBackgroundSize.cs

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@@ -9,7 +9,7 @@ namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.Layout
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{
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/// <summary>
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/// The base layout component for a button or UI elements - easily build UI with Unity Primitives.
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/// Helps to create consistancy by using values that scale to a designer's 2D layout program.
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/// Helps to create consistency by using values that scale to a designer's 2D layout program.
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/// Based on a ratio of 2048 pixels for 1 meter of surface area.
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///
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/// Use case:
@@ -24,7 +24,7 @@ public class ButtonBackgroundSize : MonoBehaviour
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{
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/// <summary>
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/// A scale factor for button layouts, default is based on 2048 pixels to 1 meter.
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/// Similar to values used in designer and 2D art programs and helps create consistancy across teams.
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/// Similar to values used in designer and 2D art programs and helps create consistency across teams.
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/// </summary>
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[Tooltip("A pixel to Unity unit conversion, Default: 2048x2048 pixels covers a 1x1 Unity Unit or default primitive size")]
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[SerializeField]

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/Layout/ButtonBackgroundSizeOffset.cs

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@@ -90,7 +90,7 @@ public Vector3 GetSOffset()
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}
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/// <summary>
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/// Set the size based on the Achor's size and the buffers
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/// Set the size based on the Anchor's size and the buffers
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/// </summary>
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private void UpdateSize()
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{

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/States/InteractableStateModel.cs

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@@ -9,7 +9,7 @@
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namespace Microsoft.MixedReality.Toolkit.SDK.UX.Interactable.States
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{
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/// <summary>
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/// State data model, state management and comparison instrucitons
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/// State data model, state management and comparison instructions
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/// </summary>
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/*

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/States/InteractableStates.cs

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@@ -50,7 +50,7 @@ public enum InteractableStateEnum {
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/// </summary>
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Visited,
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/// <summary>
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/// Botton is toggled state, on/off
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/// Button is toggled state, on/off
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/// </summary>
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Toggled,
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/// <summary>

Assets/MixedRealityToolkit.SDK/Features/UX/Interactable/Scripts/States/States.cs

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@@ -19,7 +19,7 @@ public class States : ScriptableObject
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public Type[] StateTypes;
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public string StateLogicName = "InteractableStates";
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//!!! finish making states work, they shoulg initiate the type and run the logic during play mode.
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//!!! finish making states work, they should initiate the type and run the logic during play mode.
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private void OnEnable()
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{
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SetupStateOptions();

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