protected virtual void InternalTriggerHapticPulse(VRTK_ControllerReference controllerReference, float strength, float duration, float pulseInterval) { InternalCancelHapticPulse(controllerReference); float hapticPulseStrength = Mathf.Clamp(strength, 0f, 1f); SDK_ControllerHapticModifiers hapticModifiers = VRTK_SDK_Bridge.GetHapticModifiers(); //TM: added after the SteamVR 2.2 update SDK_SteamVRInputSource inputSource = controllerReference.actual.GetComponent <SDK_SteamVRInputSource>(); SteamVR_Action_Vibration hapticAction = inputSource.HapticAction; Coroutine hapticLoop = StartCoroutine(SimpleHapticPulseRoutine(inputSource, duration * hapticModifiers.durationModifier, hapticPulseStrength, pulseInterval * hapticModifiers.intervalModifier)); VRTK_SharedMethods.AddDictionaryValue(hapticLoopCoroutines, controllerReference, hapticLoop); }
private static void InitializeActionMapping() { hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("Haptic", false); m_weaponSwitchLeftAction = SteamVR_Input.GetBooleanAction("WeaponSwitchLeft", false); m_weaponSwitchRightAction = SteamVR_Input.GetBooleanAction("WeaponSwitchRight", false); m_reloadAction = SteamVR_Input.GetBooleanAction("Reload", false); m_flashlightAction = SteamVR_Input.GetBooleanAction("ToggleFlashlight", false); m_shootAction = SteamVR_Input.GetBooleanAction("Shoot", false); m_movementAxisAction = SteamVR_Input.GetVector2Action("Movement", false); m_interactAction = SteamVR_Input.GetBooleanAction("interact", false); m_crouchAction = SteamVR_Input.GetBooleanAction("Crouch", false); m_sprintAction = SteamVR_Input.GetBooleanAction("Sprint", false); m_jumpAction = SteamVR_Input.GetBooleanAction("Jump", false); m_openMapAction = SteamVR_Input.GetBooleanAction("OpenMap", false); m_openMenuAction = SteamVR_Input.GetBooleanAction("OpenMenu", false); m_pingAction = SteamVR_Input.GetBooleanAction("Ping", false); m_openObjectivesAction = SteamVR_Input.GetBooleanAction("OpenObjectives", false); m_aimOrShoveAction = SteamVR_Input.GetBooleanAction("AimOrShove", false); m_pushToTalkAction = SteamVR_Input.GetBooleanActionFromPath("/actions/default/in/PushToTalk"); boolActions = new Dictionary <InputAction, SteamVR_Action_Boolean> { { InputAction.Jump, m_jumpAction }, { InputAction.Use, m_interactAction }, { InputAction.Aim, m_aimOrShoveAction }, { InputAction.ToggleObjectives, m_openObjectivesAction }, { InputAction.Fire, m_shootAction }, { InputAction.Run, m_sprintAction }, { InputAction.Crouch, m_crouchAction }, { InputAction.Reload, m_reloadAction }, { InputAction.VoiceChatPushToTalk, m_pushToTalkAction }, { InputAction.NavMarkerPing, m_pingAction }, { InputAction.TerminalUp, m_weaponSwitchLeftAction }, { InputAction.TerminalDown, m_weaponSwitchRightAction }, { InputAction.TerminalExit, m_reloadAction }, { InputAction.MenuClick, m_shootAction }, //{ InputAction.MenuClickAlternate, interactAction }, { InputAction.MenuExit, m_reloadAction }, { InputAction.MenuToggle, m_openMenuAction }, { InputAction.ToggleMap, m_openMapAction }, { InputAction.Flashlight, m_flashlightAction }, }; }
private void InitializeActionMapping() { hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("Haptic", false); weaponSwitchLeftAction = SteamVR_Input.GetBooleanAction("WeaponSwitchLeft", false); weaponSwitchRightAction = SteamVR_Input.GetBooleanAction("WeaponSwitchRight", false); reloadAction = SteamVR_Input.GetBooleanAction("Reload", false); flashlightAction = SteamVR_Input.GetBooleanAction("ToggleFlashlight", false); snapLeftAction = SteamVR_Input.GetBooleanAction("SnapTurnLeft", false); snapRightAction = SteamVR_Input.GetBooleanAction("SnapTurnRight", false); shootAction = SteamVR_Input.GetBooleanAction("Shoot", false); toggleWatchAction = SteamVR_Input.GetBooleanAction("ToggleWatchMode", false); movementAxisAction = SteamVR_Input.GetVector2Action("Movement", false); interactAction = SteamVR_Input.GetBooleanAction("interact", false); crouchAction = SteamVR_Input.GetBooleanAction("Crouch", false); sprintAction = SteamVR_Input.GetBooleanAction("Sprint", false); jumpAction = SteamVR_Input.GetBooleanAction("Jump", false); openMapAction = SteamVR_Input.GetBooleanAction("OpenMap", false); openMenuAction = SteamVR_Input.GetBooleanAction("OpenMenu", false); pingAction = SteamVR_Input.GetBooleanAction("Ping", false); VRInput.boolActions = new Dictionary <InputAction, SteamVR_Action_Boolean> { { InputAction.Jump, jumpAction }, { InputAction.Use, interactAction }, { InputAction.Aim, toggleWatchAction }, { InputAction.Fire, shootAction }, { InputAction.Run, sprintAction }, { InputAction.Crouch, crouchAction }, { InputAction.Reload, reloadAction }, //{ InputAction.Melee, aimAction }, { InputAction.NavMarkerPing, pingAction }, { InputAction.TerminalUp, weaponSwitchLeftAction }, { InputAction.TerminalDown, weaponSwitchRightAction }, { InputAction.TerminalExit, reloadAction }, { InputAction.MenuClick, shootAction }, { InputAction.MenuClickAlternate, interactAction }, { InputAction.MenuExit, reloadAction }, { InputAction.MenuToggle, openMenuAction }, { InputAction.ToggleMap, openMapAction }, { InputAction.Flashlight, flashlightAction } }; }
private void Awake() { #if SDK_STEAM_VR hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("VRShooterKit", "Haptic"); #endif }