Example #1
0
        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 },
            };
        }
Example #3
0
        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 }
            };
        }
Example #4
0
        private void Awake()
        {
#if SDK_STEAM_VR
            hapticAction = SteamVR_Input.GetAction <SteamVR_Action_Vibration>("VRShooterKit", "Haptic");
#endif
        }