Ejemplo n.º 1
0
        void UpdateQuickInventory()
        {
            if (GameManager.isPaused)
            {
                return;
            }

            if (inventoryUI.IsOpen(InventoryUI.UIType.FullInventory))
            {
                return;
            }
            if (inventoryUI.IsOpen(InventoryUI.UIType.FullTrade))
            {
                return;
            }
            if (inventoryUI.IsOpen(InventoryUI.UIType.QuickInventory))
            {
                return;
            }



            if (Player.instance.handsTogether)
            {
                StandardizedVRInput.MarkActionOccupied(quickInventoryToggle, SteamVR_Input_Sources.Any);

                if (!CheckHandForWristRadialOpen(SteamVR_Input_Sources.LeftHand))
                {
                    CheckHandForWristRadialOpen(SteamVR_Input_Sources.RightHand);
                }
            }
            else
            {
                StandardizedVRInput.MarkActionUnoccupied(quickInventoryToggle);
            }
        }
Ejemplo n.º 2
0
        void OnInventoryUIOpen(InventoryUI.UIType type, UIElementHolder uiHolder)
        {
            SteamVR_Input_Sources hand;

            switch (type)
            {
            // quick inventory
            case InventoryUI.UIType.QuickInventory:
                hand = VRManager.Int2Hand(inventoryUI.quickInventoryInteractorID);

                StandardizedVRInput.MarkActionOccupied(QUICK_INVENTORY_CONSUME_ACTION, VRUIInput.GetUIHand());
                StandardizedVRInput.instance.ShowHint(hand, QUICK_INVENTORY_CONSUME_ACTION, "Use");

                TransformBehavior.AdjustTransform(uiHolder.baseObject.transform, Player.instance.GetHand(hand).transform, quickInventoryEquip, 0);

                VRUIInput.SetUIHand(hand);
                break;

            // full inventory
            case InventoryUI.UIType.FullInventory:
                StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_CONSUME_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_DROP_ACTION, SteamVR_Input_Sources.Any);
                // StandardizedVRInput.MarkActionOccupied(FULL_INVENTORY_FAVORITE_ACTION, SteamVR_Input_Sources.Any);

                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.RightHand, FULL_INVENTORY_CONSUME_ACTION, "Use Right Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.LeftHand, FULL_INVENTORY_CONSUME_ACTION, "Use Left Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_DROP_ACTION, "Drop");
                // StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_INVENTORY_FAVORITE_ACTION, "Favorite");

                VRUIInput.SetUIHand(SteamVR_Input_Sources.Any);
                break;

            // quick trade
            case InventoryUI.UIType.QuickTrade:
                hand = VRManager.Int2Hand(inventoryUI.quickTradeInteractorID);

                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_SINGLE_TRADE_ACTION, hand);
                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_TRADE_ALL_ACTION, hand);
                StandardizedVRInput.MarkActionOccupied(QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION, hand);

                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_SINGLE_TRADE_ACTION, "Take Item");
                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_TRADE_ALL_ACTION, "Take All");
                StandardizedVRInput.instance.ShowHint(hand, QUICK_TRADE_SWITCH_TO_FULL_TRADE_ACTION, "Open Trade");

                TransformBehavior.AdjustTransform(uiHolder.baseObject.transform, Player.instance.GetHand(hand).transform, quickTradeEquip, 0);

                VRUIInput.SetUIHand(hand);

                break;

            // full trade
            case InventoryUI.UIType.FullTrade:

                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_CONSUME_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_TRADE_ALL_ACTION, SteamVR_Input_Sources.Any);
                StandardizedVRInput.MarkActionOccupied(FULL_TRADE_SINGLE_TRADE_ACTION, SteamVR_Input_Sources.Any);

                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.RightHand, FULL_TRADE_CONSUME_ACTION, "Use Right Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.LeftHand, FULL_TRADE_CONSUME_ACTION, "Use Left Hand");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_TRADE_SINGLE_TRADE_ACTION, "Trade Item");
                StandardizedVRInput.instance.ShowHint(SteamVR_Input_Sources.Any, FULL_TRADE_TRADE_ALL_ACTION, "Trade All");

                VRUIInput.SetUIHand(SteamVR_Input_Sources.Any);
                break;
            }
        }