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Merge branch 'mrtk_development' into vNEXT-InputActionRules
2 parents 9535e0d + d6ac441 commit dbe44bf

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+19
-20
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3 files changed

+19
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.gitignore

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@@ -12,10 +12,18 @@ UWP/
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WindowsStoreApp/
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UnityGenerated/
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UnityPackageManager/
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.out/
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project.json
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project.lock.json
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WSATestCertificate.pfx
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WSATestCertificate.pfx.meta
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*.package
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# ============ #
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# Certificates #
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# ============ #
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*.cert
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*.privkey
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*.pfx
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*.pfx.meta
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# ===================================== #
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# Visual Studio / MonoDevelop generated #

Assets/MixedRealityToolkit-SDK/Features/Input/Handlers/BaseFocusHandler.cs

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@@ -19,17 +19,23 @@ public abstract class BaseFocusHandler : MonoBehaviour, IMixedRealityFocusHandle
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[Tooltip("Is focus enabled for this component?")]
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private bool focusEnabled = true;
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/// <inheritdoc />
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/// <summary>
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/// Is focus enabled for this <see cref="UnityEngine.Component"/>?
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/// </summary>
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public virtual bool FocusEnabled
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{
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get { return focusEnabled; }
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set { focusEnabled = value; }
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}
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/// <inheritdoc />
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/// <summary>
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/// Does this object currently have focus by any <see cref="IMixedRealityPointer"/>?
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/// </summary>
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public bool HasFocus => FocusEnabled && Focusers.Count > 0;
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/// <inheritdoc />
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/// <summary>
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/// The list of <see cref="IMixedRealityPointer"/>s that are currently focused on this <see cref="UnityEngine.GameObject"/>
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/// </summary>
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public List<IMixedRealityPointer> Focusers { get; } = new List<IMixedRealityPointer>(0);
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/// <inheritdoc />

Assets/MixedRealityToolkit/_Core/Interfaces/InputSystem/Handlers/IMixedRealityFocusHandler.cs

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@@ -11,21 +11,6 @@ namespace Microsoft.MixedReality.Toolkit.Core.Interfaces.InputSystem.Handlers
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/// </summary>
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public interface IMixedRealityFocusHandler : IMixedRealityFocusChangedHandler
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{
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/// <summary>
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/// Does this object currently have focus by any <see cref="IMixedRealityPointer"/>?
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/// </summary>
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bool HasFocus { get; }
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/// <summary>
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/// Is Focus capabilities enabled for this <see cref="UnityEngine.Component"/>?
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/// </summary>
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bool FocusEnabled { get; set; }
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/// <summary>
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/// The list of <see cref="IMixedRealityPointer"/>s that are currently focused on this <see cref="UnityEngine.GameObject"/>
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/// </summary>
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List<IMixedRealityPointer> Focusers { get; }
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/// <summary>
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/// The Focus Enter event is raised on this <see cref="UnityEngine.GameObject"/> whenever a <see cref="IMixedRealityPointer"/>'s focus enters this <see cref="UnityEngine.GameObject"/>'s <see cref="UnityEngine.Collider"/>.
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/// </summary>

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