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added partial to all top level manager classes, resolves microsoft#7
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floAr committed Apr 25, 2016
1 parent 05f0800 commit bf6b282
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Showing 10 changed files with 10 additions and 10 deletions.
2 changes: 1 addition & 1 deletion Assets/HoloToolkit/Input/Scripts/CursorManager.cs
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Expand Up @@ -11,7 +11,7 @@
/// 2. Places the appropriate Cursor at the hit position.
/// 3. Matches the Cursor normal to the hit surface.
/// </summary>
public class CursorManager : Singleton<CursorManager>
public partial class CursorManager : Singleton<CursorManager>
{
[Tooltip("Drag the Cursor object to show when it hits a hologram.")]
public GameObject CursorOnHolograms;
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/Input/Scripts/GazeManager.cs
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Expand Up @@ -8,7 +8,7 @@ namespace HoloToolkit.Unity
/// <summary>
/// GazeManager determines the location of the user's gaze, hit position and normals.
/// </summary>
public class GazeManager : Singleton<GazeManager>
public partial class GazeManager : Singleton<GazeManager>
{
[Tooltip("Maximum gaze distance, in meters, for calculating a hit.")]
public float MaxGazeDistance = 15.0f;
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/Input/Scripts/GestureManager.cs
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Expand Up @@ -13,7 +13,7 @@ namespace HoloToolkit.Unity
/// GestureManager then sends a message to that game object.
/// </summary>
[RequireComponent(typeof(GazeManager))]
public class GestureManager : Singleton<GestureManager>
public partial class GestureManager : Singleton<GestureManager>
{
/// <summary>
/// To select even when a hologram is not being gazed at,
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/Input/Scripts/HandsManager.cs
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Expand Up @@ -10,7 +10,7 @@ namespace HoloToolkit.Unity
/// <summary>
/// HandsDetected determines if the hand is currently detected or not.
/// </summary>
public class HandsManager : Singleton<HandsManager>
public partial class HandsManager : Singleton<HandsManager>
{
/// <summary>
/// HandDetected tracks the hand detected state.
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/Input/Scripts/KeywordManager.cs
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Expand Up @@ -19,7 +19,7 @@ namespace HoloToolkit.Unity
/// Edit -> Project Settings -> Player -> Settings for Windows Store -> Publishing Settings -> Capabilities
/// or in your Visual Studio Package.appxmanifest capabilities.
/// </summary>
public class KeywordManager : MonoBehaviour
public partial class KeywordManager : MonoBehaviour
{
[System.Serializable]
public struct KeywordAndResponse
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Expand Up @@ -9,7 +9,7 @@
namespace HoloToolkit.Unity
{
[RequireComponent(typeof(RemoteMeshTarget))]
public class RemoteMappingManager : Singleton<RemoteMappingManager>
public partial class RemoteMappingManager : Singleton<RemoteMappingManager>
{
/// <summary>
/// Recieves meshes collected over the network.
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Expand Up @@ -13,7 +13,7 @@ namespace HoloToolkit.Unity
/// Calling StartObserver() clears the stored mesh and enables real-time SpatialMapping updates.
/// </summary>
[RequireComponent(typeof(SpatialMappingObserver))]
public class SpatialMappingManager : Singleton<SpatialMappingManager>
public partial class SpatialMappingManager : Singleton<SpatialMappingManager>
{
[Tooltip("The physics layer for spatial mapping objects to be set to.")]
public int PhysicsLayer = 31;
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/SpatialSound/UAudioManager.cs
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Expand Up @@ -12,7 +12,7 @@ namespace HoloToolkit.Unity
/// Designers and coders can share the names of the AudioEvents to enable rapid iteration on the application's
/// sound similar to how XAML is used for user interfaces.
/// </summary>
public class UAudioManager : UAudioManagerBase<AudioEvent>
public partial class UAudioManager : UAudioManagerBase<AudioEvent>
{
[Tooltip("The maximum number of AudioEvents that can be played at once. Zero (0) indicates there is no limit.")]
[SerializeField]
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/SpatialSound/UAudioManagerBase.cs
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Expand Up @@ -12,7 +12,7 @@ namespace HoloToolkit.Unity
/// </summary>
/// <typeparam name="TEvent">The type of AudioEvent being managed.</typeparam>
/// <remarks>The TEvent type specified must derive from AudioEvent.</remarks>
public class UAudioManagerBase<TEvent> : MonoBehaviour where TEvent : AudioEvent, new()
public partial class UAudioManagerBase<TEvent> : MonoBehaviour where TEvent : AudioEvent, new()
{
[SerializeField]
protected TEvent[] events = null;
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2 changes: 1 addition & 1 deletion Assets/HoloToolkit/SpatialSound/UAudioMiniManager.cs
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Expand Up @@ -8,7 +8,7 @@ namespace HoloToolkit.Unity
/// <summary>
/// The UAudioMiniManager class organization and control of a GameObject's MiniAudioEvents.
/// </summary>
public class UAudioMiniManager : UAudioManagerBase<MiniAudioEvent>
public partial class UAudioMiniManager : UAudioManagerBase<MiniAudioEvent>
{
/// <summary>
/// Plays all of the Audio Events in the manager
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