Beispiel #1
0
        void CheckTriggerStatus()
        {
            /*** Define trigger key to fire events for different platforms ***/
#if UIKIT_OCULUS
            activeController = OVRInput.GetActiveController();
            // Check if Oculus Rift is being used, then we need to check if button is pressed on target pointer.
            if (activeController == OVRInput.Controller.Touch ||
                activeController == OVRInput.Controller.LTouch || activeController == OVRInput.Controller.RTouch)
            {
                if (pointer == Pointer.LeftHand)
                {
                    triggerPressed = OVRInput.Get(trigger, OVRInput.Controller.LTouch);
                }
                else if (pointer == Pointer.RightHand)
                {
                    triggerPressed = OVRInput.Get(trigger, OVRInput.Controller.RTouch);
                }
            }
            else
            {
                triggerPressed = OVRInput.Get(trigger);
            }
#elif UIKIT_VIVE_STEAM_2
            // Using the action system
            if (pointer == Pointer.LeftHand)
            {
                triggerPressed = triggerAction.GetState(SteamVR_Input_Sources.LeftHand);
            }
            else if (pointer == Pointer.RightHand)
            {
                triggerPressed = triggerAction.GetState(SteamVR_Input_Sources.RightHand);
            }
#elif UIKIT_VIVE
            if (pointer == Pointer.LeftHand)
            {
                if (null == ControllerLeft)
                {
                    return;
                }
                triggerPressed = ControllerLeft.GetPress(trigger);
            }
            else if (pointer == Pointer.RightHand)
            {
                if (null == ControllerRight)
                {
                    return;
                }
                triggerPressed = ControllerRight.GetPress(trigger);
            }
#else
            triggerPressed = Input.GetKey("space");
#endif
        }
    //void Start () {
    //    bulletSpawn.transform.SetParent(TrackedObjectRight.gameObject.transform, false);
    //    bulletSpawn.transform.localPosition = Vector3.zero;
    //    bulletSpawn.transform.localRotation = Quaternion.Euler(0, 0, 0);
    //}

    // Update is called once per frame
    void Update()
    {
        if (!isLocalPlayer)
        {
            return;
        }

        float x = Input.GetAxis("Horizontal") * Time.deltaTime * turnSpeed;
        float z = Input.GetAxis("Vertical") * Time.deltaTime * moveSpeed;

        transform.Rotate(0, x, 0);
        transform.Translate(0, 0, z);

        if (ControllerRight.GetHairTriggerDown())
        {
            CmdFire();
        }
    }
    void Update()
    {
        if (cgo.locomotionSetting == 3 && !left)
        {
            if(ControllerRight.GetPress(SteamVR_Controller.ButtonMask.Touchpad))
            {
                if (!rightPressed)
                    previousRightTransform = new Vector3(rightController.position.x, rightController.position.y, rightController.position.z);
                rightPressed = true;
            }
            else
            {
                rightPressed = false;
            }
            if (ControllerLeft.GetPress(SteamVR_Controller.ButtonMask.Touchpad))
            {
                if (!leftPressed)
                    previousLeftTransform = new Vector3(leftController.position.x, leftController.position.y, leftController.position.z);
                leftPressed = true;
            }
            else
            {
                leftPressed = false;
            }

            //Current position *= Distance * Direction
            //where distance = (rightPos - prevRightPos).magnitude and for both, it is added.
            if(rightPressed && leftPressed)
            {
                /* Heading is based on where you're looking. Lets go with where the controller is pointed.
                Vector3 heading = headTransform.forward;
                heading.y = 0;
                heading.Normalize();
                */

                Vector3 heading = (rightController.forward + leftController.forward) / 2;
                heading.y = 0;

                float distance = (rightController.position - previousRightTransform).magnitude + (leftController.position - previousLeftTransform).magnitude;

                cameraRigTransform.position += heading * distance;
                previousRightTransform = new Vector3(rightController.position.x, rightController.position.y, rightController.position.z);
                previousLeftTransform = new Vector3(leftController.position.x, leftController.position.y, leftController.position.z);
            }
            else if(rightPressed)
            {
                Vector3 heading = rightController.forward;
                heading.y = 0;

                float distance = (rightController.position - previousRightTransform).magnitude;

                cameraRigTransform.position += heading * distance;
                previousRightTransform = new Vector3(rightController.position.x, rightController.position.y, rightController.position.z);
            }
            else if(leftPressed)
            {
                Vector3 heading = leftController.forward;
                heading.y = 0;

                float distance = (leftController.position - previousLeftTransform).magnitude;

                cameraRigTransform.position += heading * distance;
                previousLeftTransform = new Vector3(leftController.position.x, leftController.position.y, leftController.position.z);
            }
        }
    }