Example #1
0
    void Awake()
    {
        if (instances.Length > 0)
        {
            Debug.LogError("More than one active GvrControllerInput instance was found in your scene. "
                           + "Ensure that there is only one GvrControllerInput.");
            this.enabled = false;
            return;
        }
        if (controllerProvider == null)
        {
            controllerProvider = ControllerProviderFactory.CreateControllerProvider(this);
        }

        handedness = GvrSettings.Handedness;
        int controllerCount = 2;

        instances = new GvrControllerInputDevice[controllerCount];
        for (int i = 0; i < controllerCount; i++)
        {
            instances[i] = new GvrControllerInputDevice(controllerProvider, i);
        }
        if (onDevicesChangedInternal != null)
        {
            onDevicesChangedInternal();
        }

        // Keep screen on here, since GvrControllerInput must be in any GVR scene in order to enable
        // controller capabilities.
        Screen.sleepTimeout = SleepTimeout.NeverSleep;
    }
    void Update()
    {
        // If handedness changed, place Tooltips on the correct side of the controller.
        if (handedness != GvrSettings.Handedness)
        {
            handedness = GvrSettings.Handedness;
            ShowRightLeft();
        }

        // Show tooltips if the controller is in the FOV or if the controller angle is high enough.
        float controllerAngleToFront = Vector3.Angle(GvrController.Orientation * Vector3.down, GetHeadForward());

        bVisible = (controllerAngleToFront < 50.0f);

        float currentAlpha = canvasGroup.alpha;

        if (bVisible)
        {
            currentAlpha = Mathf.Min(1.0f, currentAlpha + DELTA_ALPHA * Time.deltaTime);
        }
        else
        {
            currentAlpha = Mathf.Max(0.0f, currentAlpha - DELTA_ALPHA * Time.deltaTime);
        }

        currentAlpha      = Mathf.Min(currentAlpha, GvrArmModel.Instance.alphaValue);
        canvasGroup.alpha = currentAlpha;
    }
Example #3
0
    void OnGUI()
    {
        // Label for Controller Emulator settings
        EditorGUILayout.LabelField("Controller Emulator", EditorStyles.boldLabel);

        // Option to control Handedness
        GvrSettings.UserPrefsHandedness oldHandedness = GvrSettings.Handedness;
        GvrSettings.Handedness = (GvrSettings.UserPrefsHandedness)EditorGUILayout.EnumPopup("Handedness", oldHandedness);
        if (oldHandedness != GvrSettings.Handedness)
        {
            UnityEditorInternal.InternalEditorUtility.RepaintAllViews();
        }
    }
    /// Returns true if the tooltip should display on the left side of the controller.
    /// This will change based on the handedness of the controller, as well as if the
    /// tooltip is set to display inside or outside.
    public bool IsTooltipOnLeft()
    {
        bool isInside = IsTooltipInside();

        GvrSettings.UserPrefsHandedness handedness = GvrSettings.Handedness;

        if (handedness == GvrSettings.UserPrefsHandedness.Left)
        {
            return(!isInside);
        }
        else
        {
            return(isInside);
        }
    }
    protected virtual void UpdateHandedness()
    {
        // Update user handedness if the setting has changed
        GvrSettings.UserPrefsHandedness handedness = GvrSettings.Handedness;

        // Determine handedness multiplier.
        handedMultiplier.Set(0, 1, 1);
        if (handedness == GvrSettings.UserPrefsHandedness.Right)
        {
            handedMultiplier.x = 1.0f;
        }
        else if (handedness == GvrSettings.UserPrefsHandedness.Left)
        {
            handedMultiplier.x = -1.0f;
        }
    }
Example #6
0
 void OnApplicationPause(bool paused)
 {
     if (null == controllerProvider)
     {
         return;
     }
     if (paused)
     {
         controllerProvider.OnPause();
     }
     else
     {
         handedness = GvrSettings.Handedness;
         controllerProvider.OnResume();
     }
 }
Example #7
0
        private static int toIndex(GvrSettings.UserPrefsHandedness value)
        {
            switch (value)
            {
            case GvrSettings.UserPrefsHandedness.Error:
                return(0);

            case GvrSettings.UserPrefsHandedness.Right:
                return(1);

            case GvrSettings.UserPrefsHandedness.Left:
                return(2);

            default:
                return(0);
            }
        }
Example #8
0
    private void UpdateHandedness()
    {
        // Update user handedness if the setting has changed
        GvrSettings.UserPrefsHandedness handedness = GvrSettings.Handedness;

        // Determine handedness multiplier.
        handedMultiplier.Set(0, 1, 1);
        if (handedness == GvrSettings.UserPrefsHandedness.Right)
        {
            handedMultiplier.x = 1.0f;
        }
        else if (handedness == GvrSettings.UserPrefsHandedness.Left)
        {
            handedMultiplier.x = -1.0f;
        }

        // Place the shoulder in anatomical positions based on the height and handedness.
        shoulderRotation = Quaternion.identity;
    }
Example #9
0
  void Update () {
    // If handedness changed, place Tooltips on the correct side of the controller.
    if (handedness != GvrSettings.Handedness) {
      handedness = GvrSettings.Handedness;
      ShowRightLeft();
    }

    // Show tooltips if the controller is in the FOV or if the controller angle is high enough.
    float controllerAngleToFront = Vector3.Angle(GvrController.Orientation * Vector3.down, GetHeadForward());
    bVisible = (controllerAngleToFront < 50.0f);

    float currentAlpha = canvasGroup.alpha;
    if (bVisible) {
      currentAlpha = Mathf.Min(1.0f, currentAlpha + DELTA_ALPHA * Time.deltaTime);
    } else {
      currentAlpha = Mathf.Max(0.0f, currentAlpha - DELTA_ALPHA * Time.deltaTime);
    }

    currentAlpha = Mathf.Min(currentAlpha, GvrArmModel.Instance.alphaValue);
    canvasGroup.alpha = currentAlpha;
  }